I’ve been testing a way to use a shirt texture to get mapped onto a mesh which is a modified version of a Roblox R6 Arm limb, but the only way I could find to do this was to use a mesh with a surface appearance which lets the shirt texture be transparent, with another, smaller mesh under it to replicate the skin under the shirt, but I’ve run into a problem where Roblox, for some god forsaken reason decided that I am unable to dictate whether or not that changing the ColorMapContent is truly bad for performance. (As shown below)
Is there an alternate way to display a shirt texture (Which is able to be changable via script and displays the player’s skin colour underneath) on a mesh?
