Okay, I may have exaggerated saying its CLEARLY compressing, however I really wanted to prove that statement you said wrong because of how I’ve noticed compression happen.
Also, yeah the second picture shows compression mainly on the 4 main numbers on the front of the design, not the back with the nutrition facts. My bad. Still, it does prove Colormaps can be compressed and that Meshpart.TextureID shouldn’t ever be deprecated due to not only the fact it doesn’t compress as much, but also that its values can still be changed during runtime with any regular in-game scripts. Mainly showed this in a rush this because of this statement:
You can request for better SurfaceAppearance texture compression if it’s bothering you this much, you don’t need to write a tirade based on me suggesting to use SurfaceAppearances since they’re superseding TextureID.
If you don’t want visible compression, then yes, use TextureID. It’s as simple as saying that.
thanks! in answer to your question, terribly, this map has many, many different parts, all with pbr, so it runs terribly. gonna switch to a different map tho. that will help it considerably
I like this feature but it has some prroblems and that why i cant continue my project,
First of all, its not yet avaible to tile the materials to make hem work like textures, i found a hack for it by parenting a humanoid to workspace, but its not really usefull, you cant scale them on the way you like, and when you make the part bigger on the sides, the texture moves.
My next point is the realism of pbr materials, its really gonna be cool if roblox added a height apperance to make int more reallistic, because when you go to websites you always see a hght map for the textures but its currentely not avaible in roblox,
I hope they develop this part more because its really important for people who are trying to make a realistic game
I’d like to add a few features to these suggestions;
Specular Slider, so we don’t need to upload an image and hope we get the roughness right, if not we have to upload another image and the loop continues.
Normalmap Strength, so we can actually make normal maps stronger or weaker without having to do some hacky way in an external software
Secondary maps, if you look in Unity you can see that each material can have more than 4-5 maps each, for example: Detail normal Maps.