What is the recommended workflow to test and iterate on artistic assets in roblox? I am talking about textures and meshes more specifically.
Right now, my workflow is to import textures via the asset manager but since this creates copies of the original textures/meshes, every single modification requires a re-import.
There is a lot of engine specific tuning to be done. Is there a way to work directly off of source files to avoid re-imports?
I use Local File Importer to preview the textures, also you can use Import 3D without uploading. Just curious, why do you need to iterate on the textures in Studio and could you potentially finalize the textures in a program like Blender and import it once you’re done? That’s what I do most of the time and afterwards make small tweaks to it.
Correct me if I am wrong, but as far as I can tell, the plugin still creates copies of the original files, and the advantage seems to lie in the ability to preview textures prior to the roblox uploading/moderation process and not rapid iteration.
To answer your question, without the ability to create shaders in roblox, it’s tedious to achieve a similar lighting model across tools. There is a need to test assets under a specific lighting model.
I use PBR textures with Substance Painter with a little bit of baked lighting, so that assets look good in multiple environments.
Regarding rapid iteration, I remembered that there was a Blender plugin to upload meshes and textures from Blender to Studio on click of a button (AFAIK),
The blender plugin helps immensely. Thanks for the reference. I’ll mark as solution.
For future readers, I am still hopeful for a roblox integration that allows the engine to reference source image files in a non-production setting. If you have a solution, please share.