Someone knows how to make it looks with colors and with textures on render mode? Please help is urgent, I been doing GFX for almost 2 years is really fustrating that roblox, a millonaire company doesnt give good patch for this type of stuff.
I don’t really know if I can help, or if the help I’ll give is useful, but I’ll give it anyway. Hope I help.
There’s a video I have found for how to import textures from Blender to Roblox Studio. I haven’t watched the video yet, so–as I said before–it might help, it might not. Hope it does, though.
If that doesn’t help, there’s this topic someone where someone had had the same problem:
Experienced the same issue. You can run this blender script or something like it to mix the viewport display color with the texture of all materials.
import bpy
for mat in bpy.data.materials.values():
color = mat.diffuse_color
mat.use_nodes = True
tree = mat.node_tree
node = tree.nodes.new("ShaderNodeMixRGB")
node.inputs[2].default_value = color
node.inputs[0].default_value = 0.85#sometimes 1 is better
node.blend_type = 'MULTIPLY'
output = tree.nodes["Principled BSDF"].inputs[0]
#this logic is to find the node thats image texture is being used
for img_node in tree.nodes.values():
if img_node.name.find("Image Texture") >= 0:
if img_node.image.name.find("_diff") >= 0:
png_node = img_node
break
tree.links.new(node.outputs['Color'], output)
tree.links.new(png_node.outputs['Color'], node.inputs[1])
The problem may be that you didn’t apply the textures. Go to the object’s texture settings, create a new texture, click the yellow dot next to base color and select image texture. Now, find the image that exports with your obj. Usually the name of the model or base part. Now click the folder button under the image texture, find your image and voila!
I see, my apologies, the script is tailored to what i noticed from my export. I think you would be best served by being able to vaguely understand the script so you can edit it.
import bpy
for mat in bpy.data.materials.values():
color = mat.diffuse_color
mat.use_nodes = True
tree = mat.node_tree
node = tree.nodes.new("ShaderNodeMixRGB")
node.inputs[2].default_value = color
node.inputs[0].default_value = 0.85#sometimes 1 is better
node.blend_type = 'MULTIPLY'
output = tree.nodes["Principled BSDF"].inputs[0]
#this logic is to find the node thats image texture is being used
for img_node in tree.nodes.values():
for out in img_node.outputs:
for link in out.links:
if link.to_socket == output:
png_node = img_node
break
if png_node:
tree.links.new(node.outputs['Color'], output)
tree.links.new(png_node.outputs['Color'], node.inputs[1])