- Download Here --> https://tinyurl.com/589dan33 (Copy and Paste Link) Materials Roblox's materials are unlike materials on other platforms, in that their visual appearance and their physical properties reflect those of materials in the real world. For example, concrete is heavier than plastic and sinks faster in water. When you set the material of a part or terrain, Roblox simulates its physical material properties to make this behavior just work. The Roblox engine offers a range of base materials suitable to build many experiences, including various categories of metal, rock, and organic materials. The Material Manager in Studio helps you visualize materials and apply them to parts. You can also create your own custom materials and apply them to parts or terrain . Custom materials have an additional adaptive materials behavior that lets you adapt any model to use your art style and custom materials, even if someone else created the model. Material Manager The easiest way to interact with materials is through Studio's Material Manager , a streamlined tool for working with materials. The material manager window consists of four main sections: The Toolbar displays key commands and a material search field. The Browser displays available materials, either all at once or by category. The Palette displays the materials in the currently selected category. The Inspector displays information about the selected material. You can change the window's layout within Studio , just like other windows, and you can toggle between grid or list view using the view options button in the top-right corner. Applying Materials to Parts Apply to Selected The default Material property for new Part instances is Plastic . To apply a different material to parts: In the Material Manager palette, hover your mouse over the desired material (you don't need to select it) and click the Apply to Selected Parts button. Paint Tool You can also use a material as a painting tool that applies to parts: In the top-left corner, click the Paint Parts With Selected Material button to enable the material as a painting tool. Applying Materials to Terrain Unlike on parts, you cannot directly apply base materials to terrain through the Material Manager , although you can use it to apply custom materials to terrain . Custom Materials The Material Manager provides a user interface to interact with various aspects of MaterialService , including creating new custom materials and applying them to parts and terrain. Custom materials are represented by MaterialVariant instances within MaterialService . You can apply custom materials per-part or globally to both parts and terrain, and you can fine-tune how custom materials apply to faces of terrain with TerrainDetail instances. Note that the appearance of custom materials is based on Physically Based Rendering (PBR) textures that you make with other tools, such as Adobe Substance 3D Designer and Substance 3D Painter . For more information, see Adobe's documentation . MaterialVariant and SurfaceAppearance instances both use PBR textures to customize the appearance of objects. The difference is that MaterialVariant is for customizing the appearance of reusable tileable material, whereas SurfaceAppearance is for customizing the visual appearance of a specific mesh with UV mapping. MaterialVariant instances also have physical properties that SurfaceAppearance instances don't. Creating Custom Materials You can edit all properties of a custom material in the Material Manager , through the AI-powered Material Generator , or through the properties of a MaterialVariant instance. Note that if you rename a custom material after applying it to parts, those parts will not automatically use the custom material with the new name. This behavior allows for Adaptive Materials . If you want parts to continue using a custom material after you rename it, you'll need to re-apply the custom material. Material Manager To create a custom material in the Material Manager : Click the base material from which your custom material will inherit physical properties . If you skip this step, the base material will be Plastic , but you can change it later. In the top-left corner, click Create Material Variant . A new variant appears in the palette with an icon in the bottom-right corner, indicating it's a custom material. In the inspector, rename your custom material to describe its purpose. You can change the name later, but if you do so after applying the material to parts, you'll need to re-apply it to those parts. For each texture map option such as Color or Normal , paste an asset ID or import a new texture from your computer. Square textures work best. If you don't specify an asset for a texture map, that texture remains blank. Material Generator This feature is currently in beta. To use it, go to File → Beta Features and enable Material Generator . The Material Generator is designed to create material variants from text entries. Using it, you can type any phrase and hit Generate to see results within a few seconds. Once you find a satisfying result, you can instantly save it as a new custom material. For the ability to change colors, try including terms like "grayscale" which will allow you to tint the material afterwards. As follows are some example keyword combos and the approximate results. Note that every click of Generate yields different results, even with the exact same keywords. Click a generated image tile to view more options, as well as apply the material in "preview" mode to all selected parts. Adjust the Studs Per Tile slider to interactively preview how the material's texture will appear on the selected parts. Additionally, test out the Organic toggle which makes materials appear less "repetitive" by randomizing the output. Adjustment of Studs Per Tile value and Organic toggle When ready, choose a Base Material to apply that material's physical properties to your custom material. Then click the Save & Apply Variant button to save the custom material to the Material Manager . Applying Custom Materials to Parts For parts, you can use a custom material just like any other material, applying it to selected parts or using it as a paint tool . You can also apply the new material to a part by setting its MaterialVariant property in the Properties window. In this case, Studio automatically sets its Material property to the base material you chose when creating the material. Applying Custom Materials to Terrain Unlike on parts, you cannot directly apply custom materials to terrain , although you can set a custom material as a material override to an existing base material for all terrain using that base material. See Material Overrides for instructions on using a custom material as a global per-place override for any base material. Material Overrides You can set a custom material as a material override to make its base material serve as a reference to the custom material. When you do so, Studio will use the custom material for both the textures and physical properties of any part or terrain that uses the custom material. Material overrides are the only way to apply custom materials to terrain . Note also that the materials for terrain are global per place, so you can't apply multiple variants of the same base material to the terrain in a single place. Setting Overrides To set a custom material as a material override in the Material Manager : In the inspector, scroll down to Overrides and enable Set as Override . The new override appears as a property of MaterialService in the Properties window. Terrain Details By default, applying a custom material to parts or as an override applies that custom material as tiles across each face. For terrain, you can optionally configure TerrainDetail instances to customize the top , side , and bottom of terrain voxels using that custom material. To customize the faces of terrain using a custom material: For each face you enable, expand the arrow to access and edit details such as its name, texture maps, studs per tile, and pattern. Disabling Overrides You can disable an entire material override and all base materials that it's currently overriding, or you can disable the override for a specific base material. Deleting Custom Materials You can delete a custom material from the Material Manager by selecting it and clicking the Delete button below its preview globe. Alternatively, you can delete its associated MaterialVariant instance within MaterialService of the Explorer . Physical Properties All materials have built-in physical properties such as density, elasticity, and friction. Through the application of custom materials with unique physical properties , you can affect global material behavior for all parts and terrain which use the custom material, such as creating an extremely slippery variant of the Ice material. When factoring physical properties, the engine prioritizes more granular per-part settings over material behaviors to determine the effective physical properties of a surface: Custom physical properties of the specific part. Custom physical properties of the part's custom material. Custom physical properties of the material override of the part's material. Applying to Custom Materials To set unique physical properties for any custom material and automatically apply them to all parts and terrain which use the material: In the inspector, scroll down to the Physics section and set custom physical properties as detailed in the PhysicalProperties reference. For any part that uses the custom material and does not have part-specific overrides, the CurrentPhysicalProperties branch in the Properties window reveals that its default physical properties are overridden by the custom material's properties. Per-Part Overrides If you need to override a part's custom material properties and set physical properties for that specific part, you can use its CustomPhysicalProperties toggle. Adaptive Materials When you apply a custom material to a part, the part's Part.MaterialVariant property becomes the name of its MaterialVariant rather than its specific instance. This means that when you reuse the part in the same or a different place, as in a model or package, it's easier for you to adapt different custom materials to adjust the part's look. The adaptive behavior of custom materials has the following effects: If you create collections of custom materials with the same name but different textures, then you can quickly change the style of a place by changing which collection is a child of MaterialService . If you insert a model with parts that use a custom material, then you can modify its look by creating an instance of MaterialVariant in MaterialService and renaming it to the same name as the previous custom material, rather than applying the new material to the parts in the model. When you reuse custom materials in models and packages, each MaterialVariant instance must be in MaterialService for it to work. If you publish a model in the Creator Marketplace with a custom material, include the MaterialVariant instance in the model. For more information about publishing models to the Creator Marketplace, see Publishing Assets . If you insert a model from the Creator Marketplace, look for any MaterialVariant instances and copy them to MaterialService . For more information about importing models from the Creator Marketplace, see Creator Marketplace . If you want to use custom materials with packages, put the package in MaterialService . For more information on packages, see Packages . The Creator Marketplace has a category called Materials for "material packs", models that contain only MaterialVariant , TerrainDetail , Folder , and Model instances. The Materials category is a way to promote and discover custom materials by other creators. To make the most of adaptive materials, use a consistent naming convention for your MaterialVariant instances. For example, you can use PascalCase with the base material of the custom material as the first word, as in GrassWet , GrassDry , and GrassBurned . Asset ID & Property Reference Base Materials Shaders generate the look and feel of materials. The base material shaders work differently than the shader which MaterialVariant instances use, so you can't create custom materials that look exactly like base materials, but you can still create custom materials that use their textures. The following tables list the asset IDs for base materials. The base materials were upgraded in 2022 to support custom materials. New places use the upgraded materials by default, but you may need to explicitly enable upgraded materials for older places by selecting MaterialManager in the Explorer window and then, in the Properties window, enabling its Use2022Materials property. Note that after upgrading, you might need to adjust terrain colors since terrain made with upgraded materials uses tint instead of hue shift. Material Color Normal Metalness RoughnessAsphalt 9930003046 9429449876 9429450346Basalt 9920482056 9438412214 9438412457Brick 9920482813 9438453152 9438453413Cobblestone 9919718991 9438457162 9438457470Concrete 9920484153 9466554006 9466554186CorrodedMetal 9920589327 9439548484 9439548749 9439556441CrackedLava 9920484943 9438508790 9438509046DiamondPlate 10237720195 9438583222 9438583347 9438583558Fabric 9920517696 9873280412 9873282563Foil 9466552117 9424786192 9424786272 9424786620Glacier 9920518732 9438812958 9438851286Glass 9438868521 7547304785 7547304892Granite 9920550238 9438882935 9438883109Grass 9920551868 9438955773 9438955997Ground 9920554482 9439043558 9439043765Ice 9920555943 9467301039 9467301203LeafyGrass 9920557906 9439080781 9439080950Limestone 9920561437 9439415191 9439415495Marble 9439430596 9439431240 9439431383Metal 9920574687 9873295432 9873318201 9873318890Mud 9920578473 9439509827 9439510012Pavement 9920579943 9439519281 9439519532Pebble 9920581082 9439528644 9439537267Rock 9920587470 9439538417 9439545859Salt 9920590225 9439565809 9439566688Sand 9920591683 9439577084 9439577327Sandstone 9920596120 9439596530 9439596711Slate 9920599782 9439612514 9439612733Snow 9920620284 9439632006 9439632145Wood 9920625290 9439641376 9439648605WoodPlanks 9920626778 9439650689 9439658127 Default Colors The following table lists the default RGB values for each base material. For information on how to color parts and terrain, see Parts and Terrain respectively. 2022 Material RGB Value ColorAsphalt 80, 84, 84 Basalt 75, 74, 74 Brick 138, 97, 73 Cobblestone 134, 134, 118 Concrete 152, 152, 152 CorrodedMetal 104, 140, 173 CrackedLava 255, 24, 67 DiamondPlate 168, 175, 176 Fabric 194, 193, 168 Foil 168, 175, 176 Glacier 221, 228, 229 Glass 138, 167, 168 Granite 149, 146, 139 Grass 111, 126, 62 Ground 140, 130, 104 Ice 204, 210, 223 LeafyGrass 106, 134, 64 Limestone 255, 243, 192 Marble 122, 122, 122 Metal 168, 175, 176 Mud 121, 112, 98 Pavement 143, 144, 135 Pebble 122,122,118 Rock 99, 100, 102 Salt 255, 255, 254 Sand 207, 203, 167 Sandstone 148, 124, 95 Slate 88, 89, 86 Snow 235, 253, 255 Wood 172, 148, 108 WoodPlanks 172, 148, 108 Default Physical Properties The following table lists the default physical properties for each material as detailed in the PhysicalProperties reference. The 2022 materials and pre-2022 materials have the same values. For information on setting custom physical properties, see Physical Properties . Material Density Elasticity ElasticityWeight Friction FrictionWeightAsphalt 2.36 0.2 1 0.8 0.3Basalt 2.691 0.15 1 0.7 0.3Brick 1.922 0.15 1 0.8 0.3Cobblestone 2.691 0.17 1 0.5 1Concrete 2.403 0.2 1 0.7 0.3CorrodedMetal 7.85 0.2 1 0.7 1CrackedLava 2.691 0.15 1 0.65 1DiamondPlate 7.85 0.25 1 0.35 1Fabric 0.7 0.05 1 0.35 1Foil 2.7 0.25 1 0.4 1ForceField 2.403 0.2 1 0.25 1Glacier 0.919 0.15 1 0.05 2Glass 2.403 0.2 1 0.25 1Granite 2.691 0.2 1 0.4 1Grass 0.9 0.1 1.5 0.4 1Ground 0.9 0.1 1 0.45 1Ice 0.919 0.15 1 0.02 3LeafyGrass 0.9 0.1 2 0.4 2Limestone 2.691 0.15 1 0.5 1Marble 2.563 0.17 1 0.2 1Metal 7.85 0.25 1 0.4 1Mud 0.9 0.07 4 0.3 3Neon 0.7 0.2 1 0.3 1Pavement 2.691 0.17 1 0.5 0.3Pebble 2.403 0.17 1.5 0.4 1Plastic 0.7 0.5 1 0.3 1Rock 2.691 0.17 1 0.5 1Salt 2.165 0.05 1 0.5 1Sand 1.602 0.05 2.5 0.5 5Sandstone 2.691 0.15 1 0.5 5SmoothPlastic 0.7 0.5 1 0.2 1Slate 2.691 0.2 1 0.4 1Snow 0.9 0.03 4 0.3 3Wood 0.35 0.2 1 0.48 1WoodPlanks 0.35 0.2 1 0.48 1 Tutorial:Creating a re-texture On Roblox, a re-texture is a texture that has been edited by a user from an existing texture. This tutorial will explain how to create and apply a re-texture. Creating a re-texture The texture of the Flaming Dragon Slayer Bo Staff For this tutorial, we'll be using the Flaming Dragon Slayer Bo Staff's texture as an example. The steps to create a re-texture are as follows: 1. Insert the item you want to create a re-texture of as a model into Roblox Studio by entering this in the command bar: game:GetService("InsertService"):LoadAsset(73232786).Parent = game.Workspace The set of numbers after LoadAsset should be changed to your asset's ID. This can be found by highlighting the numbers in the web address of the asset (e.g. https://www.roblox.com/catalog/73232786/Flaming-Dragon-Slayer-Bo-Staff) and copying it (either with CTRL + C or by right-clicking the URL bar and selecting 'Copy' from the list of actions). 2. Open the Properties window (View > Properties) if it isn't already open. Click on the Mesh in the Explorer. 3. Type "TextureId" in the 'Search Properties' bar. A single result should appear. An example of the ID you need to copy 4. Highlight the numbers in the web address of the asset (e.g. 72008530) and copy them (either with CTRL + C or by right-clicking the URL bar and selecting 'Copy' from the list of actions). This is the texture's ID. 5. Replace "72008530" in the URL https://www.roblox.com/catalog/72008530 with the texture's ID. This can be done by pasting it (either with CTRL + V or by right-clicking the URL bar and selecting 'Paste' from the list of actions). 6. You should now see the template of the object you want. Right-click the texture and save or copy it. 7. So now you have the template. Now, what do you do with it? The possibilities are endless: the colors can be changed, designs can be slapped on. just about anything. Keep in mind that anything not wrapped properly onto the mesh is ignored. 8. This is the part where you get in and get dirty. Open your favored image editing program (some common ones are Paint.NET, Photoshop, and GIMP). Now open or paste the texture from earlier. It may look like just a bunch of random parts, but Roblox wraps it around the mesh. Image editing programs usually have their own websites with tutorials for achieving specific effects, and as such, actually designing the re-texture will not be discussed here. ​Applying a re-texture Great, you have your re-texture all set up! It's time to get back to Roblox and upload the re-texture. 1. Click Create on the top of the Roblox website. Then click 'Decals'. 2. Click on the 'Choose File' button and find where you saved the re-texture. Once you've found it, click it, and then click 'Upload'. 3. Find the decal you uploaded under the 'Decals' header. Then highlight the numbers in the web address of the asset (e.g. 7128423471) and copy them (either with CTRL + C or by right-clicking the URL bar and selecting 'Copy' from the list of actions). 4. Go back to Roblox Studio. Swap out the TextureId of the item you inserted earlier with the re-texture ID you copied in the last step. 5. Observe the results. Don't be discouraged if it doesn't look great: re-texturing takes time and practice to get down!