Avatar Makeup is Here! A New Category to Create, Sell, and Wear


[Update] April 9, 2026


[Update] April 1, 2026


Hi creators,

Following our Makeup Studio Beta, we’re thrilled to announce the full launch of Avatar Makeup! This brand-new category opens up a unique opportunity for personalization and creative expression across the platform.

This launch marks a major milestone: it’s the first time we’ve introduced a new avatar asset category together with UGC creators live on day one. We partnered closely with early community creators through our Makeup Pilot Program to ensure the technical specs meet creator needs. This group of creators is launching their designs today, and we expect to open the category to all creators shortly.


Individual Items & Cohesive Looks

Avatars are an extension of your identity, and makeup provides a new way to customize your look. Users can now purchase individual items or mix and match to define their own style. Beyond cosmetics, this new category supports face paint, battle markings, camouflage, and intricate character art.

To ensure high-quality content and encourage swappability, each texture layer is defined by a specific region: Eyes, Lips, or Face. These regions overlap to allow for seamless, continuous looks, but also contain exclusive areas. To pass UGC validation, assets must stay within these bounds: this prevents cramming all features into a single asset and ensures players can swap individual components independently.

  • Marketplace Categories: Texture assets for Face Makeup, Lip Makeup, and Eye Makeup, along with Eyelashes and Eyebrows.

  • Mix-and-Match: Users can equip any combination of makeup types, up to 6 total assets across the lips, eyes, and face regions. Users may also equip optional Eyebrows and Eyelashes (one each).

  • Cohesive Looks: You can merchandise paired assets as Makeup looks consisting of a minimum of 3 assets across the available categories.

Makeup assets feature a dynamic price floor of 30 Robux at launch. Publishing requires a 300 Robux upload fee and a reimbursable advance of 1,000 Robux for non-Limited assets, and revenue split follows the fee structures of other 3D avatar assets.

Creation Workflow & Studio Best Practices

For step-by-step makeup creation guidance, templates, and best practices, check out our Makeup documentation.

Creating makeup involves specialized facial textures and optional mesh assets for eyelashes and eyebrows. For PBR textures at scale, we recommend 3D modeling tools like Blender or Maya. Use industry-standard software like Substance Painter or Photoshop to modify your texture images, then use our 3D reference template heads to align them accurately before importing.

When using Blender, enable Custom Properties for UV data transfer and Only Deform Bones to include skinning data for eyelashes. Our updated import flow in Studio automatically detects mesh names and generates the necessary Decal objects upon import.

Optimized Performance & Experience Management

The makeup system is built to be as lightweight as possible so your experiences remain high-performing.

  • The AssetService:ComposeDecalAsync API layers multiple textures and flattens them into a single PBR decal. Users can stack makeup assets without substantially increasing memory or bandwidth per avatar.

  • We’re introducing new asset types for this launch: FaceMakeup, LipMakeup, and EyeMakeup. Additionally, Makeup includes the existing EyebrowAccessory and EyelashAccessory asset types.

  • WrapTextureTransfer instance uses the existing cage-based fitting system, so a single texture automatically adapts to diverse heads. However, this can sometimes alter your original design in a way that you may not expect. Always test your makeup on your target heads to ensure the final look matches your artistic intent.

  • Makeup is fully compatible with HumanoidDescription, meaning it will just work in experiences using standard avatar loading. We introduced a new MakeupDescription that holds the assetID, ordering, and makeup type information used for applying makeup on the avatar.

Makeup Quality: The Role of Head Cages

The quality and fit of makeup depend directly on the head cage and mesh resolution of the avatar. For makeup to appear correctly, the head cage, especially around high-movement areas like the eyes and mouth, plays a very important role in ensuring makeup fits well.

Makeup on a Head with proper cage

Makeup on a Head with an arbitrary cage

While the majority of users have heads that makeup fits well on, we’re aware that some heads on the platform have non-standard cages or lower resolution meshes that may cause makeup to appear smeared or fit poorly. We’re actively working with creators to update existing heads and provide better tooling over the coming months to ensure that makeup looks good across Roblox. Learn more about best practices for caging a Head here.


Next Steps and Rollout

You can start by exploring the Avatar Marketplace to see the first items already live. For those looking to create, check out our documentation for detailed technical specs and template downloads. We also recommend downloading our Reference Experience placefile to preview how your assets look on various character types before publishing.

We want to get your thoughts and hear how we can improve the authoring workflow – share your feedback and your latest creations in the replies below! We can’t wait to see what you create.

FAQs [Updated as of April 1, 2026]

Click here to view the FAQ

How is makeup moderated?

  • Makeup assets go through the same safety and policy checks as other avatar items. Content that violates our avatar or Marketplace policies will be blocked or taken down.

Why does my makeup look different in the Catalog thumbnail compared to my template head?

  • Makeup fit is heavily dependent on the head cage and UV mapping. Some creators have noted that the provided template head UVs may differ slightly from the head used to render Marketplace thumbnails. To ensure the best fit, always test your assets in the Reference Experience before publishing to see how they render on various platform heads.

What are the specific boundary requirements for the Eyes, Lips, and Face regions?

  • To pass UGC validation and encourage modularity, assets must stay within their defined regional zones. While these areas overlap at the edges to allow for blending—such as blush transitioning into eyeshadow—there are “forbidden zones” to prevent a single asset from covering the entire face. If your asset is rejected, ensure no pixels (including low-alpha “stray” pixels from glitter brushes) are bleeding into restricted areas.

Can I sell individual makeup items, or do I have to create a look?

  • Either! You can sell items individually. Makeup looks can have between 3-8 items across the categories, with a maximum of 6 for any combination of eyes, face, and lip assets and 1 each of eyebrows and eyelashes. You may have multiple texture assets of the same type in a look (e.g. two Lip makeup assets and face makeup).

Why doesn’t makeup fit perfectly on all avatar heads?

  • Makeup quality relies on the resolution and caging of the head it is applied to. While 90% of players have a head currently where makeup will fit well, some older UGC heads have “arbitrary” cages or low-res meshes that can cause smearing. We are actively working with creators to update these older heads to ensure platform-wide compatibility.

Do I need to re-import the entire template head for every color variant?

  • For the best PBR results and to ensure the WrapTextureTransfer process works correctly, it is recommended to re-import with the new textures. Swapping only the decal ID in Studio without a full re-import can sometimes lead to unexpected shifts in placement.

Are there limits on how many makeup layers a user can wear?

  • Yes. Users can equip a maximum of six total texture assets across the Lip, Eye, and Face categories. Additionally, they can equip one Eyebrow and one Eyelash accessory.

If my game requires no makeup, is that something I can control?

  • As with other avatar items, you still decide how much control players have over their appearance in your experience.

What are the texture limits?

  • To maintain performance, makeup textures must adhere to specific resolution caps depending on their use case. There is a 1K texture limit for makeup uploaded to the Marketplace. However, for in-experience makeup creation, we support up to a 4K texture limit. All assets must also meet our standard texture specifications.

Can I create “Effect” makeup (e.g., glowing or animated)?

  • Currently, makeup supports PBR textures. We are exploring additional material properties (like emissive maps) and effects based on creator feedback.

Please try to make the replacement heads 1:1 in every single aspect. It feels like the new heads were rushed out as quickly as possible.

  • We hear you. We intend to update Limiteds and top Heads over the next few months to start and will be rolling these out as we update them

I’m trying to upload my makeup, but the ‘makeup’ option/category is completely missing from the menu. Is anyone else running into this issue

  • We started with a few creators who’d applied for the Pilot Program. We expect to open up the ability to upload and sell makeup to all creators in the next couple of weeks.

How will you moderate copycat makeup that recreates limited/dynamic faces or violates IP?

  • Makeup, like all avatar assets, is subject to our IP policy.
65 Likes

This topic was automatically opened after 10 minutes.

This was NOT worth replacing classic faces with dynamic heads :sob:

269 Likes

No one asked for this update lol

145 Likes

It looks fine on the more.. Human ones…

But-- I have NO WORDS?? THIS IS WHAT CLASSIC HEADS WERE REMOVED FOR?

141 Likes

This will be my new horror game icon

120 Likes

dude WHAT is this??? YOU REMOVED OUR FACES FOR THIS?

86 Likes

This is one of those semi good updates they are making to try and hide all the recent terrible ones :sob:

23 Likes

This promotional material looks like Lego Friends, dude. oh my god

15 Likes

I don’t think this whole customization thing is fully necessary, though cool, why can’t users just create full faces WITH makeup included, if people like a look of the makeup they’re probably just going to buy the entire thing anyway

8 Likes

What have you guys done to my face..:sob:

43 Likes

It looks beautiful bro wdym just look at it

7 Likes

Cool update! This will allow users to better express themselves!

6 Likes

Okay Roblox

73 Likes

I’m calling investor bait on this one

46 Likes


I’m ready for the metaverse!

54 Likes

Love the update, thanks for having me here!

2 Likes

Fantastic Job Roblox & UGC Artist !!
Only downer is the prices - Will NEVER pay that much for it. Sorry.

EDIT:
Girly makeup is over the top - maybe too much.
However - I like the Warrior Paint looks - and that could be fun to have.

Guess if Roblox ends up introducing Wine bottles for +18 games.. people will “WHINE” about that too :sweat_smile:

3 Likes

Would rather have 2D faces than avatar makeup, to be perfectly honest. Not a worthwhile trade-off :-1:

No disrespect to anybody who worked on the feature, of course, and I’m sure the community can put it to good use, but still :grimacing:

43 Likes

Bring back classic heads and faces we dont want this makeup crap

28 Likes