You can write your topic however you want, but you need to answer these questions:
What do you want to achieve? Keep it simple and clear!
I want to create a marble statue of my character
What is the issue? Include screenshots / videos if possible!
When I set the texture for the head using scripts only the front side has texture
No marble texture here
Here is my script:
local Players = game:GetService("Players")
local dummy = workspace.Dummy
local success, err = pcall(function()
humanoidDescription = Players:GetHumanoidDescriptionFromUserId(325114244)
if success then
dummy.Humanoid.AutomaticScalingEnabled = false
for i, child in pairs(dummy:GetChildren()) do
if child:IsA("Accessory") then
local handle = child:FindFirstChild("Handle")
handle:FindFirstChildOfClass("SpecialMesh").TextureId = "rbxassetid://3311972859"
for i, child in pairs(dummy.Head:GetChildren()) do
if child:IsA("Decal") then
elseif child:IsA("SpecialMesh") then
if humanoidDescription.Head == 0 then
child.MeshId = "rbxasset://avatar/heads/head.mesh"
child.Scale = Vector3.new(1, 1, 1)
child.MeshId = humanoidDescription.Head
child.TextureId = "rbxassetid://3311972859"
What solutions have you tried so far? Did you look for solutions on the Developer Hub?
I have tried searching this issue on DevForum but I found nothing.
Yeah that’s the thing with a Head mesh. Decals and textures are only (typically) for the front surface of an object, so there’s no way to repair this as-is. For a mesh however, a texture will completely wrap all its surfaces as expected.
You have one of two options here: replacing your head with a MeshPart version of a Roblox head, or applying the texture to all surfaces of the head. Warning that doing the latter can result in some ugliness or undesired appearance.
Hacky way is to force disable the death state and swap out the head with a bit of welding. Non-hacky way is to just weld a MeshPart head to the real head and insert an invisible mesh to the real head (so that the nameplate will not disappear, as it does with a transparency of 1).
Roblox character’s heads follow UV mapping rather than autogenerated texture mapping like standard meshparts with decals on them. What this means is a meshpart or a specialmesh will both act identically if named ‘Head’ and parented to a character model.
If you use a specialmesh: using a ‘texture ID’ will follow the UV map, and not provide transparency. Using a decal will follow the UV map, and provide transparency.
If you use a meshpart: Using a ‘texture ID’ will follow the UV map, and not provide transparency.
Using a decal will follow the UV map, and not provide transparency.
This is opposed to how it normally works, where using a decal on a meshpart will never follow the UV map, and instead auto generate the decal’s texture on a face, and using a texture ID will never allow for transparency.
What this ultimately means:
You’re going to have to get a meshpart version of the head that is UV unwrapped in such a way that the textures map to it correctly.