I’m having some issues with how the material textures do not export from ROBLOX correctly. When you export parts from Studio (via Export as .obj) and import them into Blender, in the shader node editor, the geometry textures do not reflect what is shown in ROBLOX Studio for diffuse color, specular, and normal maps. In this example, I will use the Castle template provided by ROBLOX Studio.
The diffuse map is applied correctly, but no part color is applied, leaving it with its default grey texture color. The specular map is essentially a single image with a solid color, which is inaccurate given that most materials have specular/roughness map with color variation. The normal map is also not applied at all due to the strength applied is 0. In addition, within Blender’s shader editor, the specular/roughness/normal maps typically use the “Non-Color” colorspace for the maps to be used properly.
A special case of this issue is when you use the modern ROBLOX materials (using the “Use2022Materials” toggle), the slate material’s specular map is a 32x32 image that is scaled incorrectly when exported into Blender.
While you could fix this manually, it would prove to be tedious for scenes with hundreds of parts.
Hi! Someone from the rendering team might be able to provide more information, but as far as I know, the OBJ export is not recommended anymore. Have you tried using the glTF export instead?
Hey! I have the same problem. When I try to use .glTF, it says I don’t have permission. The issue is that some models come from a group, and the models in this group are made by random contributors, so it would be a huge waste of time to re-upload all the meshes to the group.
Edit: Fixed the issue with RobloxStudioModManager and the answers in this post
Does the fix still work for you?
I’m asking because I am having the exact same issue as the Original Poster,
and the fix you have mentioned in your latest post edit does not work for me…
Please so share if you have found another solution ,
or if it still works for you, maybe I have done something wrong.
I acknowledge that this topic is quite old,
but I must inform you that since back then and up until now, the glTF exporter does not support the exporting of any ROBLOX Materials or their PBR Maps ; Unlike the OBJ exporter, which exports all ROBLOX materials like Brick, Metal, Carpet, and so on, but with a small caveat of not exporting most PBR maps and useful properties correctly…
Which leaves many creators in a difficult position, with the only “simple” option being doing and / or remaking everything manually.
The OBJ exporter is officially not recommended by the Roblox team, yet it remains the only way to get just about the full range of built‑in material types into Blender – albeit with broken or missing PBR maps. While the glTF exporter does have a good use, I’m pretty surprised that it still fails at exporting ROBLOX materials, which might be related to the sometimes wrong No-Permissions issue the glTF exporter has, that many other users experienced before.
The result is that no matter which exporter you choose, you end up with a broken pipeline.
This thread alone shows people are struggling with the same issue,
let alone if you look around the whole forum.
What we really need is an exporter that faithfully preserves both the material definitions and their PBR properties – whether that means updating the OBJ workflow to properly handle modern materials, or extending glTF to recognize and export Roblox’s built‑in material library and more. Until then, exporting even moderately complex scenes to Blender will remain a tedious manual cleanup and rebuilding process.
No it’s not working anymore because RobloxStudioModManager can’t go before the date of the update.
I would recommend you to setup your materials manually in Blender by first downloading the images of each one (ColorMap & Normal), you can get the id of them here
Then just replace the id in this URL : https://create.roblox.com/store/asset/[ID] and download the image (use a chrome extension like RoPlus or BTRoblox to have a download button)
Mix is the color you want the part to have and make his strength 0.8 to 0.95 to not erase totally the colormap. Put the Normal Map to 1 if your material is DiamondPlate and play with Metallic & Roughness in the Principled BDSF to obtain the result you want.
Keep in mind that this is not the best solution, you may find something better somewhere else but I was in a rush so I had to make up with something.