How to add PBR and Stylized Textures to wizard hat model in Blender? (for Roblox) (Low Poly)
To add PBR (Physically Based Rendering) and stylized textures to a low poly wizard hat model in Blender for use in Roblox, you’ll need to follow these steps. Roblox doesn’t fully support PBR materials the way more advanced engines like Unreal or Unity do, but you can still use a simplified version of PBR-style textures and achieve a stylized look.
Here’s a step-by-step guide:
1. Prepare Your Low Poly Wizard Hat Model
- Ensure your model is low poly: You can use the
Decimate
modifier if needed to reduce the poly count. - Check UV Mapping: Make sure your model has proper UV unwrapping. Without good UVs, your textures will not align properly. You can unwrap your model using the following:
- Select the model.
- In the 3D viewport, press
Tab
to go into Edit Mode. - Select the geometry you want to unwrap, and then press
U
to bring up the UV Unwrap menu. Use options likeSmart UV Project
orUnwrap
depending on your model.
2. Create Stylized PBR Textures
Roblox uses diffuse, normal, and metallic/roughness maps to create the illusion of PBR-style materials. Here’s how you can create these textures:
- Diffuse (Base Color): This is your main color texture. For a stylized wizard hat, you can paint a bright, colorful texture that resembles fabric or other materials you’d like the hat to be made of.
- In Blender, go to the
Texture Paint
mode and paint directly on your model, or you can create a base color texture in an external image editor like Photoshop or GIMP.
- In Blender, go to the
- Normal Map: Normal maps simulate small surface detail without adding extra polygons. For a stylized look, you can create a subtle normal map that makes the hat appear to have folds or fabric texture.
- You can generate a simple normal map in Blender using the “Bake” feature, or you can paint it in an external program like Photoshop.
- You can also use tools like Substance Painter or Quixel Mixer for more advanced stylized normal map generation.
- Roughness Map: This controls the shininess of the material. For a stylized look, you might want your wizard hat to have a matte or slightly rough appearance, so a simple black and white texture works well.
- White means rough (matte) and black means smooth (shiny). Typically, the hat should have a more matte appearance, so a grayscale map with mostly white will work well.
- Metallic Map: For a stylized wizard hat, it’s unlikely the hat will have metallic properties, so this map can mostly be black, indicating no metallic surfaces.
3. Set Up Materials in Blender
In Blender, you can set up a simple material using the Principled BSDF shader, which will mimic a PBR setup in a simplified way.
- Select your wizard hat model and go to the Shading workspace.
- Create a new material by clicking on the New button in the Materials tab.
- Use the Principled BSDF Shader for the material.
Now, connect the textures to the corresponding input slots of the Principled BSDF shader:
- Base Color: Connect the diffuse (base color) texture to the Base Color input.
- Normal Map: For the normal map, you need to use a Normal Map node:
- Add a Normal Map node by pressing
Shift + A
, then search for “Normal Map”. - Connect your normal map texture to the Normal Map node’s color input.
- Connect the Normal Map node to the Normal input of the Principled BSDF.
- Add a Normal Map node by pressing
- Roughness Map: Connect the roughness map to the Roughness input of the Principled BSDF.
- Metallic Map: Connect the metallic map to the Metallic input if needed, but for a wizard hat, you can usually leave this black (0) unless the hat has metallic details (like a buckle).
4. Exporting the Textures
Once your materials are set up, you need to bake the textures to images and export them for use in Roblox.
- In the UV/Image Editor, create new images for the textures if you haven’t already.
- Bake your textures using the Bake option in Blender. This is especially useful for baking normal maps or any additional details.
- After baking, save the images you’ve created (diffuse, normal, roughness, metallic) by going to the Image menu and selecting Save As.
5. Exporting the Model from Blender
- Once your textures are set up and saved, you can export your model.
- In the File menu, choose Export > FBX (or OBJ depending on your preference).
- In the export settings:
- Ensure you check the box for exporting the Textures (if you’re using FBX).
- Set the export scale appropriately for Roblox (Roblox uses a 1 unit = 1 stud scale, so make sure the size matches).
- You may also need to adjust the Apply Unit or Apply Transform to ensure everything is scaled correctly.
6. Importing to Roblox
- In Roblox Studio, go to the Asset Manager and import your FBX model (or OBJ) and the textures.
- Once imported, create a new material in Roblox Studio, and apply your textures to the corresponding parts:
- Set the BaseColor to the diffuse map.
- Set the NormalMap to your normal map.
- Set the Roughness and Metallic maps as necessary.
7. Adjusting in Roblox Studio
- After importing, you may need to tweak the material properties inside Roblox Studio for the best appearance.
- Use the SurfaceAppearance object to assign the textures and simulate a PBR effect in Roblox.
Tips for Stylized Textures:
- Use hand-painted textures for a more cartoony or stylized look. These textures are typically simpler, with larger areas of flat color or simple gradients.
- For fabric or cloth materials, using subtle gradients and highlights can help give the hat a more realistic feel.
- Keep the textures relatively low resolution (512x512 or 1024x1024) to maintain performance in Roblox.
With these steps, you should be able to create a low poly, stylized wizard hat for Roblox, complete with PBR-like textures for a more detailed and realistic appearance.
Ohh… i didn’t posted the shader setup in the other thread (?) :
Using a simple texture photo and also building a simple normal map with this…
I tried the arrangement suggested in the video below: https://youtu.be/iP3_WOl4aco?feature=shared
However, the fabric texture is not appearing.
You will not see any texture in the solid view if not enabled and also not any bump/normal/displacement with texture at all… Choose Viewport Shading: Rendered
You mean rendered view…
So the hatband seems to have a different material (a bit brighter)… and since your material slots seems to be somekind of cropped and there is only Material.004
visible. Are you sure the hat faces are assign to the material you show here ?