Building on blender can be used to create realistic builds with minimal effort.
Step 1: Building the base
Set Snap to Grid to 1 in Roblox Studio.
This is important because the grid in Blender will be 1 stud in Roblox

Build your base.
It doesn’t have to be perfect, you are only making it for the dimensions.
With parts, you can check the dimension in the properties tab.
You can swap the baseplate texture with rbxassetid://140191835707503 and set the studs per tile to 5 for a grid that better matches blenders.
Step 2: Starting up Blender
When you open up Blender and set snap to grid, the default cube will be 2 studs wide and 2 studs tall.
Step 3: Recreating in Blender
You’ll need to zoom out.
1,2,3 in edit mode to switch through vertices, edges, and faces.
E to extrude faces.
You’ll need to refer back to your build in Studio to get the proportions to recreate the build in blender.
After you create a corner using extrude, you’ll need to make the corner a loop.
This can be done by selecting these 2 vertices then pressing J to join them.
You’ll need to get rid of these edges by holding shift ALT to select them, then right clicking and pressing dissolve.
For a window, you’ll need to do the same thing just like this.
For walls such as these, you should pull the far edge out a bit.
You then select them with shift ALT, you then press CTRL E>Bridge Edge Loops to combine them.
You can press Shift Z to toggle ghost mode then delete edges that wont be visible and that you don’t want to to be beveled.
Pressing 2 to go into Edge mode, you’ll be able to select sharp edges and marking seam and sharp.
You’ll need to do this repetitively.
This is important for proper shading and UV unwrapping for texturing
Select inner edges and bevel them.
You can now select sharp edges again, mark seam and sharp again, and then bevel the sharp edges.
Smaller width and 4 segments for realism, larger width for stylized. 1 single segment for lower tri count.
Now you can do the same for corners, minus marking sharp because you don’t want the flat surfaces to be marked sharp.
For the window, you can bevel the loop on the left side because its extruded past the loop, but on the right side you cannot because it will also bevel the corners. In this case, you can just bevel the inner corners.
I must’ve forgot to take a screenshot, but i selected sharp edges again and beveled them to bevel the top of the wall and the bottom of the wall. Then I added extra seams to make sure the mesh unwraps correctly.
There are multiple ways to make arches, and this building technique is not limited to rectangles, as long as you have the dimensions, you can do any shape you want.
You then select sharp edges again, mark seam and sharp again, and then bevel again.
Step 4: Exporting from Blender
Before you export, you want to make sure that you have joined any objects that you want combined. I joined the support beam to the walls. You should also right click in object mode and press shade auto smooth to each object.
To be safe, you should select all objects using A, pressing CTRL A and pressing scale (you can do this if your bevel proportions act up too, it resets scale.). Then you want to enter edit move, select all, pressing M and merge by distance. you then wanna press Shift N to recalculate outside.
You should make a habit of doing these 3 things because it solves very niche problems you are guaranteed to come across at some point.
When you export, set scale to .10, apply scale FBX all, and uncheck apply unit in the file naming sections.
When importing to Roblox, uncheck the box that says “Rescale if too large”.
If you haven’t created a custom texture for it, it can use whatever textures your game is using. It’ll work like a part does.
























