No even better, cover the rig in oil for even more slippery bone breaking fun!
Having trouble with my meshes.
@Maximum_ADHD @Mr_Root how do i fix this? I’m using Blender and 3D Builder (either or) and the lighting on it is one color all throughout. I have no idea how to UV map it properly in blender.
Does it… have normals…?
I know 0% about rendering or UV or whatever may be required for this type of stuff.
it’s a union imported into blender then exported into an OBJ then converted into FBX and imported into roblox.
Send me a blend, I can’t really tell what’s going on from a screenshot.
Blend? Blender file? It won’t let me over rbxdev.
Hmmm, yeah, a .blend file saved from Blender. Upload it somewhere if you need to, then PM me the link. I’ll be able to tell what’s going on with it then.
You know you can learn everything you need to know about them in under 10 minutes on YouTube right?
I looked up many tutorials. The great thing about the internet is that everything is documented.
The bad thing is that you don’t always know what you’re trying to find.
.[quote=“ScriptOn, post:1123, topic:19325, full:true”]
The bad thing is that you don’t always know what you’re trying to find.
[/quote]
So true.
Interesting, ROBLOX exports without any normal data (with normal data if your imported mesh has it!), it looks like. I’ll figure out how to recompute them in Blender and export properly and follow-up right here.
Update: Okay, I just imported it and it seems like it should be fine now.
- Import the OBJ
- Click the mesh (you might have to zoom out a bit with scroll wheel)
- Press Tab for Edit Mode
- Press A to select all verts/faces/edges (should highlight orange)
- Pull out this + thing on the right of the 3D viewport
- Make the Median X, Y, Z 0 like so (do your best, Blender won’t get exact):
- On the lefthand of the screen, find Shading /UVs and click Recalculate under Normals.
- For bonus points, go to Modifiers and click Add Modifier, then click Edge Split:
- Click Faces: Smooth above where you clicked Recalculate. Looks nice, right? Play with Split Angle for more bonus points. Don’t do this if your model is organic, that’s just silly.
- Export to FBX. Your default settings might be okay, but you might also want to uncheck the box on the Scale slider. My version of Blender doesn’t have that or I’d take a screenshot. Am lazy.
- Have fun.
Made another track for Pulse (also in about 40 mins)
Also features AI piloted ship, which honestly does better than I do on this track.
Well, I was working on Dragonlore, then this happened…
We export without normal data? Sounds like a potential Hack Week project. That and UV information.
Indeed! I can’t wait until hack week, sounds really fun.
The OBJ exporter seems really bare. It might be nice to export FBX, but that’s… probably more than a week’s worth of work. Right now, OBJ seems to just export vertex positions and colors. No normals, no UV. All the vertices are in world space too!
Pulling an all nighter to work on a neat horror project. I have a really good feeling about it’s success.
We export with normal & UV data. Of course if you import a mesh that did not have normal data and export the same mesh you’d get an .obj without normal data.
Oh, I knew that model had way too nice topology. Maybe that was the issue, @ScriptOn, does 3D Builder not export normals?
Apparently not.
I just used it to optimize the triangles. It clears all other data when I do that.