Update for the .obj export feature?

Hi everyone. The .obj export for roblox studio has been out there for a while but there are still a few things that haven’t been fixed.

  • The origin point for every exported part is set to 0,0,0 , but the parts itself are on completely different locations. I was hoping that all the exported parts can have their origin points set in the center of mass, which allows users to move them more easily. This can be fixed in the modeling program itself, but for those who don’t know how, it is very frustrating.

  • The exported .mtl’s colors are always too bright. The colors are not the same as what they were given in studio. It takes a lot of time to fix it when i want to render something with a lot of materials.

  • It is almost impossible to work with exported smooth terrain. It contains too many triangles, it’s not unwrapped and you can’t smoothen the edges or decimate it without ripping it apart.

It would be incredible if there was a way to bake a texture for every chunk of smooth terrain you export. That would give me so many more possibilities. Anyhow, i hope you can help us out :smiley:

Kind regards,
~ desperate Blender user

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If the smooth terrain tears apart, how about running a (I think it was called) stitch function on the mesh, it’s a neat tool in blender that joins any vertices that are within a threshold distance of each other.

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You might want to export some terrain and see for yourself. I’ll be forever thankful if you can find a way to reduce the amount of faces without destroying it.

Select all the objects
Object->Join (makes one mesh)
Go into edit mode, select all (A)
Mesh->Vertices->Remove Doubles

Blender is a really powerful program, you just have to learn how to use it

I know how to remove doubles, i use subsurf modifiers on everything. I need to decimate the terrain even further.

That’s my point, if you remove doubles, the decimate function can run without doing the weird mesh tearing. I just tried it and it worked for me.

I’m afraid i can’t say the same