Fix for stretching material?

Is there a fix to this? I have tried everything in the books, from uv unwraping, applying scale, smart uv project, basically everything I could find. Is there anyway at all to fix this issue?

(For context, I beveled an object in blender so that is has smooth edges, but scaling the part on the y axis in roblox stretched the material texture)

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When a mesh has no texture and takes on the appearance of a material, the engine does its own auto “unwrap” based on the angle of the face and the normals - so doing your own UV unwrap will not change the result. Have you tried exporting a stretched version of the model and using that instead of resizing the mesh?

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Yes, The material projects from a cube around the mesh. With the angle of the faces, it is projecting from up.

You can set sharp edges around the top where the bevel is, make your own SurfaceApperance, or just redo the mesh.

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no UV is provided and you haven’t told if its its a texture or a material (entirely different things)
I will assume its a material
Use baked image of some generic tilable material in blender for ferefence
When unwrapping make sure all edges are properly connected and are not separate

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I have not, by stretching it do you mean in the x, y or z axis?

Alright, ill try using sharpness

It is a material, (mesh is textureless and imported into roblox via blender) I dont really know much about uv’s, and many of the searches I have done have all suggested using uv unwrapping/uv smart project

All my faces are connected and topology is good

This is the topology of the meshes I have and what the uv map looks like (Uv map is not modified or changed, just the base uv map when I created the mesh)


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Oh, I see what you mean, The only reason I havent done that is because I am using these parts to make terrain, So I want there to be various sizes on all axises

Obviously it will be broken
You stretched it in studio
Make stretched variant in blender with proper UV

My plan was to use these parts for terrain, which is why I dont have stretched versions in blender, I wanted to customize the sizes in studio

that not how uv works
UV always stays on the same cordinates no matter what
That doesnt matter that it got stretched proportions
If it had used 20% of texture it still will
Besides you really dont want to just have quadrillion parts there because it will affect draw calls
You want a single mesh instead

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Alright, ill try to figure something out with this, thank you

Oh hold on, I can help you.

This will probably confuse you at first, but I procrastinated figuring this stuff out for years.

If you are making rocks for terrain, go to preferences and there’s an add extensions section, if it’s not there, it’s in one of the sections right next to it.

There’s multiple plugins to add more shapes, one of them allows you to generate rocks.

You can generate them, convert them to mesh, and decimate them.

You can bake the more detailed versions into the texture, or if you want it to be more stylized, select sharp edges and do a simple bevel.

There’s also an option to add a bunch of icospheres and warp them.

This will help a lot with terrain. Rocks stay inconsistent in shape. You only need like 5 or 6 of them.

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They actually werent meant to be rocks, rather just like parts to shape terrain, basically the base of all the terrain for my maps. In this image, you can see the octagon parts/shapes are the bases of the terrain, but I made beveled parts to add more detail and depth to them. These ones since they dont have bevels dont have the material texture stretching issue, since they are flat on all sides.

But thank you for dedicating time to help me, I really appreciate it, I may try to just manually make bevels or try to find some workaround, or as zac and GrandOptimizer said, ill have to make premade stretched varients

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I have found something that works similarly to what I wanted, by scaling the and extruding it. it seems to have helped with the stretching and I was able to achieve a look like what I made originally.

Thanks everyone for the help and tips :+1:

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very slightly off topic for this post but custom uvs only get used for surfaceappearances and mesh textureids (setting material property uses custom generated uvs so textures will tile semi properly even when the mesh is stretched) and having a quadrillion parts will NOT affect draw calls (roblox batches multiple of the same meshes and they get rendered in one draw call)

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