Video Games Tutorials and News - How To Make Roblox Accessories Get Robux

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Today I want to go a little more in-depth than usual about how to make UGC items. Most of this article will be answering the questions that I've gotten recently. So to start things off, you're going to need two programs: Roblox Studio, which I'm assuming you already have if you're any bit interested in the UGC program, and Blender.

Now, to get Blender, you just want to go to {350}. When you click this button right here, it'll download a blender, and then you'll just follow its prompts and open it up. When you open a new blender, you will be greeted with something like this: There will be a light and a camera. You could just kind of drag over those with your mouse and delete them, and you're going to want to delete the cube as well.

After you get done in Blender, you're going to want to come into Roblox Studio. This is a game I'm working on, so don't mind anything out there, but you're going to want to bring in a dummy all right now. To do that, go to your plugins, and I'm pretty sure this comes stocked with Roblox studio. It's called "Build Rig" or "Rig Builder." Either way, just click on it and you can really bring in whatever you want.

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For example, there are a bunch of different ones. This is the man, but I always use the normal dummy rig, so for that, build rig r6. It's just a lot easier to work with, honestly, than the block rig we have. Actually, I'm going to want the normal head as well. Mesh rig right here guys, the second one, there we go.

I keep forgetting you actually do need to do r15 for the block rig, because then you'll get like this head, so yeah, spawn in the r15 block rig, and another important thing that you're going to want to do is make sure it's origin position is at zero, comma. I believe ten. We're just going to put at zero comma zero comma zero right there and then we're going to press f on our keyboard after clicking on it to go over to it.

So now we just right click on it and export the selection, and name it whatever we want. We're going to just name it "Dummy" just like that and save it. Import and then obj, or wavefront obj right here, we're going to find the file on our computer. Ours is right here and imported obj. If you don't see that, you can just click on this thing right here now.

If we press z and go to material, preview, there we go, and then we go to our materials. It's just because I previously deleted stuff in this blender scene, so now that we have our dummy to work with, we can actually start modeling something. To make an ugc item, there are a lot of guidelines for making an UGC item.

You can't go over a thousand two hundred triangles, I want to say, and I forgot the other thing, like there are two main things. Yeah, 250 is it 256? I believe it's a 256 x 256 texture size, so when you're texturing your item, make sure your texture size is no bigger than that. I think it actually has to be exactly that, but don't quote me on the exact numbers.

I don't know them off the top of my head at the moment, but let's start making an item for today. We'll just do, you know, I don't know. I would say we'll try a witch's hat because that'll be fun, so we're going to bring in a circle. And then we're going to make this a lot lower. We're going to do about 12 sides here on this.

If you move your circle, you're going to lose this pop-up window, so make sure to change your sides. Before you move it all right, I'm going to scale this up with s, and then we're going to do e and s to extrude and scale at the same time. Make sure you go into edit mode. By the way, I kind of forgot that e and s scale this in.

There we go. Now we'll go back to our movement tool right here. We can raise this a little bit. I'm actually going to scale that out a bit as well and snap into our front orthographic. View e to extrude. S to scale, and then r to rotate e to extrude, s to scale, and r to rotate, and we'll do one more e to extrude, s to scale, and now we have some sort of a little witch's hat.

All right, a very simple one, might I add, so now with this, there's a few things we can do. Firstly. I'm going to grab this by holding alt and clicking while we're in edit mode and line select mode, and I'm going to press Ctrl B, and that's going to bevel this and just give it a lot softer of an edge.

Now since we're clicking on this, we're going to right click and shade smooth, which is just going to make it overall look a lot nicer. And then if you go to this green triangle down here, click normals, and click auto smooth, which does help quite a bit, and you can adjust this value to make things as smooth or unsmooth as you like.

Some people may even like the flat shaded one, so we could go back here and shade flat and we would have something like this. Now what we want to do is grab this with alt click and drag this down a little bit so it's more of a witch type hat and I think I'm going to add a solidify. Right here, and that's going to make it so it has like faces on both sides.

We can adjust the thickness as far as we want and make it look however we want. We'll do something like this for now, and this top up here we're going to do at the center. So let's just sort of, you know, merge all that together, and then we'll just apply this. We have to go back into object mode there.

We did that, and now we can have some fun, kind of moving some of this stuff around. Right up here we have a tool called proportional editing, and this will make some pretty fun stuff happen. So we're going to grab this line over here and press g to see how much we're affecting. We want to achieve a little bit more than that.

I'd say something like, "This is nice, and then we're going to drag this side down a little bit." Go over here and we're going to drag this side up into proportional editing. I actually really like how this kind of covers your eyes a little bit. Now I'm going to press CTRL and R to add a loop cut.

Click and drag it down. This is going to give us another set of faces to work with. If we go to our face select mode, press alt and click on this. We'll grab all of these. I'm going to do alt e extrude along face normals. Now we have something like this. Let me turn proportional editing off. Drag this down.

And press control plus, which is going to grab the rest of those faces, and for now, p selection. That's just going to help us in a second, so now we have our final witch's hat and we can begin texturing. I do have this texture right here and it is in the Discord server under development resources.

Fair warning: it was not made by me. It was made by another youtuber named Ephasia. I think that's how you say it. If it's not, I apologize, but we're just going to join that back together with CTRL J and add a material. There we go, image texture right here, and as you can see, we now have an image or at least a color.

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