I mean, you could make a script that spawns a 2d plane the size of your foot with 9 bones or so in it that deform the shape of the mesh according to the size of the foot, and then you just apply a negative height normal map to it.
The mesh would need a transparent colormap though and a pretty high roughness value. I could show you what I mean later if you want.
Just a tip, all your color maps (albedo) should look as if they were pictures taken in overcast lighting, as itâs the most neutral lighting in engines and will produce the best results when applying effects.
I think this could easily be solveable by just allowing us to create custom materials, as in giving them a name. Obviously they canât be added to the Enums list, but idk being able to do something like
After playing with this, I remember that with the new materials beta there was the ability for Roblox to mask certain parts of the diffuse to prevent those colors from being overridden by the partâs color. I need to be able to provide my own mask in much the same way for my own materials (e.g. for brick textures, tilework, grass with special features, etc).
This in addition to emissive maps would be amazing.
Plugging this feature request again because paired with this diffuse mask we can accomplish some crazy reusable materials.
The thing that makes this difficult is balancing the needs of sharing content in the library. Ideally you could share something with a custom material and always have it just work, but if that complicates stuff too much it may not be worth it and we have to balance the two.
I think the best compromise here would be a TilesCleanly boolean; I prefer the randomness of materials in most use cases, however thereâs definitely a need for an option to create uniform tiling.
When I import custom material textures from another game of mines into a new game, some of the custom material textures donât load, does anyone know why?
Is roblox going to add the height or Displacement map? because with it it would be more realistic, normal maps only tells the renderer which direction the slope is facing and how steep that slope is, while if we can add height or Displacement maps, we have also control about the parts that âstick outâ of our texture.
Example:
with
Itâs been suggested multiple times, and the answer is usually no since it requires too high polycounts. But, theyâve also said no to normal maps in the past and look at where we are now. Anything is possible at this point.