Assigning materials to certain spots on MeshPart


At this moment, it’s really complicated to make the coloring and materializing just right for your meshpart once you’ve uploaded it.
You can only give the full object 1 color and 1 material, which I think needs a little upgrade :smiley:

So in 3D software like Blender, you’re able to highlight the pieces you want and add a material and color to it. But despite that, once uploaded into Studio, it’ll be the standard grey. Here’s some ideas I have to solve this:

  • Create an editor in Studio that allows us to apply materials and/or colors to certain pieces of the mesh.
  • Allow the imported mesh to also include the Blender materials. It’d be awesome to me if we were allowed to create our own custom materials that way. (Might be a solution to bump mapping and such as well, I think?) Otherwise, find a way to convert Blender materials into Roblox materials.

It’d be really convenient to have for me at least, as I’ve got to upload heaps of separated meshes to apply the right materials and colors.


How it looks in Blender

How it looks in Studio


MUCH much much wanted. I don’t think this thing is going to come out before vertex/edge/face manipulation though. If this was implemented, roblox would be breakthrough…


You can give your meshes an infinite amount of colors with the recent addition of vertex color data. While you can only assign one material to the entire mesh, it does save you the struggle of exporting a ton of pieces just for the colors.

"Materials are too tied to the rendering system they belong to, or software they were created with. You can’t, for the most part, import/export materials between applications, you can’t even get Blender Internal Materials to work with Cycles Renderer and they are both created with Blender, let alone between applications.

For this reason no file format you use can, or even tries to, import or export material definitions, be it 3DS, FBX, Collada, STL, OBJ or any other. These are mostly mesh-only, geometry-centric file formats concerned with porting object shapes, and some times animation, armature, and basic shading material or lighting properties (like MTL files) not full complex material definitions.

There are simply no data structures in the specifications for most exchange file formats to accommodate all types of material properties and maps; and even if there were, there are way too many different rendering systems for different purposes and responding to different requirements (like speed or responsiveness for real time rendering engines or games, or realism for physically based ‘offline renders’), and each using its own different parameters and particular ways of interpreting specific textures to be able to correctly map data between them easily.

Some common image based texture channels may some times be correctly preserved, like diffuse, specular, glossiness, or the increasingly popular PBR workflows, but certainly never procedurally generated textures and/or generated texture coordinates."


Painting vertex point’s isn’t exactly a reliable solution… The example images you posted show us that painting a vertex point applies a gradient fade of the color. OP wants a solid color, not exactly a gradient fade. Although this can be somewhat solved by adding a “Loopcut” to your object and restricting the gradient flow to that vertex loop point, which doesn’t actually eliminate any form of fading, and it also just creates extra unnecessary vertices.

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This is untrue. Vertex painting allows you to get solid colors on each individual face without using loopcuts. The amount of colors that can be allocated to one vertex point is more than one.


The biggest problem to me, is the fact that players can’t properly change the color of the model that way. If they do, it’ll be mixed with the color yellow in this case. So I’ll have to seperate them. :frowning:

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Support. To be honest, something like this is probably the biggest line that separates ROBLOX from other game engines - meshes are too basic. I think the whole mesh system could use a revamp :slight_smile: Here’s what I’m talking about:

-Import multiple meshes at once
-Import Custom materials
-Import Specular maps
-Mesh Deformation
-Import Armature

Of course, they are concerned with the “blocky aesthetic” which I think should be up to the developer to stick to. To build an entire game engine and platform, then develop it this far seems insane to limit experienced developers as much as they do. By making the default tools blocky, they immediately make 80% of games blocky because of newbies who aren’t experienced enough to use external programs like Blender, or even some internal tools for that matter.

The problem I think a lot of us run into is that, when we outgrow a blocky aesthetic, there aren’t any lua-based game engines similar enough to roblox to transfer our knowledge. It’s tough to create a game with a realistic atmosphere because of everything down to the lighting - Don’t get me wrong - I love the blocky aesthetic. But not everyone does, and that’s why people switch to other engines.