OBJ material not importing into Blender correctly

Hi there, I have an issue with importing my meshes to studio. The issue is, is that the material I applied to some faces, aren’t showing up in Studio. The texture works fine. I have tried unwrapping and exported it as a FBX, but still no appeal to solution.
untitled.blend (1.1 MB)

Blender:

Roblox Studio:

Hi there! From downloading your file what I assume is your error at the moment is that you have 2 different materials for different parts of the hat (The main hat and that stripe in the middle).

So from assumptions since you have 2 different materials (or texture maps) and the ability for Roblox meshes from what I know to only be able to accommodate just one material/texture map, it only takes in/accommodates 1 of your 2 materials when you import in on Roblox.

A fix that I would say is you would have to save both materials as one texture map / image instead of 2 different materials/texture maps. Hope this could help you out understand your issue.

1 Like

How would I do this? I tried searching up something like this but couldn’t find it.

I would recommend just searching up more about texture maps to help you more understand how texture meshes better and to give you a better understanding of how it can work. Personally, I would refer to these to better help understand how to execute texture maps better.

Personally looking at the blender file you uploaded as well, makes me a bit curious about the process of how the mesh hat was made by looking at the vertices found in the hat. Makes me wonder if at the current state of this hat if texturing the mesh now would be a bit more complex.

1 Like

I’ll certainly look at some of these videos, thanks!

Also, the hat was made with a cylinder and then was extruded along given with bevels on the edges.

Hm, I watched the videos but still can’t understand. I’ve tried baking my textures and yet it still doesn’t work.

This is the tutorial I watched.

I would personally say looking at how the mesh was made, can I ask how exactly the mesh was made as with its current structure, the current setup would make texture mapping really complicated. Was more than one cylinder was used and were joined together via “join”, etc., etc. Just some stuff to help me better understand your modeling process from start to end and if an alternative approach could have been taken to make the process easier. Thanks!

Yes, more than one cylinder was used and was joined. I also extruded from normals, extruded normally. Pretty much all of it was just scaling the faces, bevelling the edges and extruding. The second cylinder is the brim of the hat.

Yeah, so I kind of went out of my way to redo the hat in a more efficient way for the sake of easier texture mapping (Please note this ain’t at 100% replication of the original hat) but utilizing lesser triangles at the least so it is a smaller file size. In this image, it features 1 entire cylinder modeled into the shape rather than multiple cylinders joined together and the mesh contains an image file that applies the texture to the hat.

I would probably say for future cases if ever you were gonna deal with modeling that try to minimize as little shapes as possible unless needed so when executing said accessories. Gonna attach below for a guide reference an updated blender file that you originally sent, the UV Map (which I used to help me know where to paint), the fbx and the texture map image itself. [Don’t normally take a spoon-fed like approach but yeah just gonna do so for now]

1 Like

I see. So was the issue around the triangles, or still the textures? If it was the texture and uv maps, what was the issue there? I’ve tried baking all the materials together into one image, but for some reason it just shows up blank on the uv maps, even when diffusing.

Blender:
untitled.blend (1.1 MB)

FBX:
Hat.fbx (65.3 KB)

UV MAP (Template for painting the mesh):

HAT TEXTURE MAP (You can place the UV MAP over the TEXTURE MAP to have an idea towards the sections with the white stripe are in):

1 Like

It was more of how the hat was structured. When you merged the multiple cylinders together, it causes complications with my paintbrush actually painting and targeting said specific parts of the model. I do not know too much from your end on the specifics of what caused the baking/fusing of materials to mess up on your end of the file as I do not entirely know the process you took to where you may have taken a wrong step in.

The best I can say for the moment is yeah just keep checking out more tutorials and keep learning further about the process of merging materials into one set image (probably testing it on a simpler mesh before yeah expanding further into more complex shapes)

That’s weird. Why in blender, windows 3d model viewer it was perfectly fine but for studio was just complete wrong?