When developing, i’ll frequently make a building in roblox, export it to blender from Studio as an .obj file, then in blender clean up the topology and when i’m done, split by material. This usually splits a 3000+ part building/model into about 30, more optimised parts. Then exporting back to studio i’ll just recolour and material the new parts, allowing me to vastly reduce lag from detailed buildings.
However… recently i’ve noticed that roblox is exporting any part that isn’t default material/color (plastic, grey) as a seperate material. For example, two black concrete parts would export as two different materials, splitting the mesh into 1000s of parts, which is not only way less optimised and kind of defeats the point, but it takes for ever to recolour them again.
This completely ruins any attempt at optimisation, and has caused me to have to put my project on
hold, as it’s a very large game, and without me being able to optimise it, has no hope on running lag-free. I’m sure its affecting many other users in the same way too.
You can see me and another user discuss this problem, how it is new and clearly a bug.
Update: Found a setting ‘Merge materials on export’, and thought that would be the fix. It wasn’t, having this issue with it toggled on or off, seems like a recent update broke this setting? Any update would be great, this makes creating large and detailed maps almost impossible unless you’re willing to let your part count reach the hundred-thousands.
Recently encountering this problem too, exporting parts in studio even though they are the same materials and color code results in different materials or images in Blender. It happened since early this month