Upload Custom Materials in the New Material Service Beta

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.

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Have you tried unioning the parts? Unless this doesn’t work for normal parts/csg in which case I have no idea.

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Just a tip, all your color maps (albedo) should look as if they were pictures taken in overcast lighting, as it’s the most neutral lighting in engines and will produce the best results when applying effects.

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Not sure if it’s been mentioned, but seems that the materials do no save when I close and re-open studio?

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It’s been mentioned many times. It’ll be solved when this update comes out

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I think this could easily be solveable by just allowing us to create custom materials, as in giving them a name. Obviously they can’t be added to the Enums list, but idk being able to do something like

Part.Material = MaterialService.Material["Brick Wall"]

I believe could be a viable solution, allowing for hopefully infinite materials instead of being confined to the dozen or so that exist atm.

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 part’s 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.

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Same is happening for me. It kind of defeats the purpose of testing them.

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.

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I think the best compromise here would be a TilesCleanly boolean; I prefer the randomness of materials in most use cases, however there’s definitely a need for an option to create uniform tiling.

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When I import custom material textures from another game of mines into a new game, some of the custom material textures don’t load, does anyone know why?

This feature would be so useful to retexture everything
When is this going out of beta? Can’t wait to see it on Roblox

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 ‘stick out’ of our texture.
Example:
with


without

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It’s been suggested multiple times, and the answer is usually no since it requires too high polycounts. But, they’ve also said no to normal maps in the past and look at where we are now. Anything is possible at this point.

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No? Roblox’s own materials as far back as the original versions in 2009 have used normal maps.

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You just need to invert the green channel.

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Perhaps if they introduce a resolution option to determine the poly count you want?

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I use Displacement maps instead of Metalness maps, and they actually work out fine, since most assets I use do not contain Metalness maps.

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Meant to say custom normal maps.

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Actually will not be good for metalness for example a bark it is non metal yet it would look like metal bark.