Allowing a material and a Texture at the same time

Hey I’m curious if it’s possible to use a Surface Appearance or similar to put a texture on an object that would still allow the material to be available. Let’s say I want to use the Wood material of Roblox as the Mesh’s underlying part but have a texture like cloth wraps on the Mesh.
I guess you could think of it like layering the textures while allowing the Roblox default material to show through. Is this possible and if so, how?

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It should be if the texture is transparent or semi transparent. If it isn’t, use a decal as those can be easily layered.

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Unfortunately Textures objects and Decal objects aren’t good substitutes for Texture wraps. Infact, a MeshPart does not behave nicely with Decals or Textures. This is because they only go on a single face of the MeshPart. I suppose if I was willing to be very, very patient and go back and forth between the image editor, reimporting it, and testing it on each of the 6 faces of a MeshPart, I could make it work. But in the long run, it’s not feasible.

Makes sense. When I said texture I meant the surface appearance (sorry for the confusion). It still should be possible though. As long as the image you put into the surface appearance is transparent or semi-transparent, this should work. If it doesn’t work change the overlay mode.

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I appreciate your response. Hypothetically that should work. You would think.
However, it applies none of the material to the exposed part. It only applies the BrickColor/Color property.

I’ve tried this with PNGs and with BMPs that have Alpha Channels on them.


In the shown example, the brown on the part is transparent on the Texture. I am applying a Brick material to it, but the Brick material does not show.

My best guess? I need to find the RoughnessMap for the materials, upload them, and apply them manually.

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Okay I figured it out.

You can right click any part or object in Roblox and choose “Export Selection”

This will export the object as a mesh with all the colormap, normalmap and any roughness or specularmap. Then you can apply those images over your texture or the color when uploading.

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And that doesn’t use a surface appearance? I always thought it just put the image in the texture slot. And it allows for sudo texture layering? That is pretty useful.

Am struggling with the same problem right now, but I need to be able to change the materials in real time I cannot make 27 texture and more that’s crazy why overlay don’t work, Argh :tired_face:

You can overlay textures as in the texture object tho… they just dont follow a UV map.

Yeah …

The biggest problem is textures apply on faces, and my texture is a morph texture :frowning:

I dont think textures do… not like the mesh texture or whatever but like the texture that can be applied like a decal kind of texture