Hello, I am having an issue with my mesh not showing its PBR textures. I’ve was following this post that has a tutorial on how to add PBR textures in blender than import it into studio. I did everything and followed all steps but still my mesh didn’t show its PBR textures in studio.
I’ve done it before and yes it does work. But roblox doesn’t have settings where I can adjust the texture. So that’s why I was using blender in order to adjust my texture onto the mesh.
You can’t get a PBR texture like this, because all the data is converted to 1 texture (I think just the diffuse). If you want a PBR texture, you have to bake the other maps.
Well, I assume they already have all the maps needed - all that’s left is to import them, their blender node setup clearly shows several maps already manually plugged in (BaseColor, Metallic, Roughness, and Normal).
You’ll still need to UV unwrap, if it’s a custom model. You need to import these textures individually, and then set them to the proper input in the surfaceappearance (Always have to do that for pbr)
The UV map seems to be perfectly fine according to the image they provided in the first post, it seems they’re struggling with the texture appearing in studio, rather than it projecting correctly.
Make sure you disable the texture on the meshpart. That can interfere with surfaceappearance. Then, you should check if you can import the textures as a decal: if not, Roblox may have blocked the upload.
I just checked and actually SurfaceAppearance seems to override the textureID of the mesh. Try importing your textures as images. Then, add their ID’s to the surfaceappearance’s appropriate slots.
Okay, finally I found the solution. I knew the warning signs meant something so what I did to fix it was to click on the File logo and put in the right texture (Normals, Metalness etc). We just have to do that manually and the UV mapping you did from blender will be saved. I don’t know why we have to add in the texture again but maybe Roblox didn’t catch it.