Adjusting the Color3 of a MeshPart Texture

As a Roblox developer, it is currently too hard to alter the colour of a texture on a MeshPart, meaning a developer would have to create alternate textures just to differentiate a texture’s colour appearance.

One way to tackle this would be to add similar Color3 properties to MeshParts’ textures, making it increasingly easier to modify meshes with ease on the Roblox engine. An example of this would be to add the Color3 property (similar to a decal or texture) on a MeshPart texture property:



It’s already done with decals and brick textures, so I don’t see a reason why this can’t be brought over to MeshParts. Would allow for more customisation and ease.


3 posts were merged into an existing topic: Off-topic and bump posts

As a Roblox developer it is currently impossible to tweak the Color3 values for a texture applied to a MeshPart. This property already exists for other texture features on the platform, including Images, Textures, and now clothing. Adding a Color3 property for MeshPart textures would allow me to upload a single texture for my MeshParts as opposed to uploading dozens just to allow for the ability to tweak the tint ever so slightly.

Use case:
I’d like to be able to tweak how dark my asphalt texture is for each roadway, but I can’t currently do that.


I needed this to make donuts yesterday (don’t ask). It would have saved a lot of time since I could have quickly adjusted what the toppings looked like instead of having to manually make a new texture.


Ran into the issue again. I was trying to use Rthro and wanted to change the package’s color. Too bad for me, because there’s no way to unless I manually adjust each MeshPart’s texture. That’s not happening.

Can we pwetty pwease have this implemented?

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A workaround would be to edit the VertexColor property on SpecialMeshes (though it didn’t work properly last time I tried).

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Yeah, that could be one. The workaround I’m using is transparent decals. I can’t imagine that’s as good for performance though.

Nope, it isn’t. Opaque objects in general are quite resource requiring.

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Ahhh I just uploaded like over 100 different textures manually because Roblox doesn’t have this. Why???

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Am I allowed to mention that we need Color 3 support for meshpart textures even MORE once Vertex Deformation aka. Skinned meshes have shipped ?

Though I like to stay optimistic about that cause, the also planned all new PBR Material system would be quite a hassle without the ability to manually, easily recolor (change HUE) of all types of texture maps, including once they are made for / put on custom meshes too.

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