My custom texture, red scales with my UVMap on this meshpart. But Roblox default material does not? How do I make it coexist the UV map?
Upon exporting as obj to Blender, it seems Roblox is doing a cube unwrap of the mesh, irregardless:
this leads me to assume all meshparts have cuboid seams and maximal distortion at said seams?
If this is inexorable, I don’t think there’s a way about it.
With PBR replicas of Roblox materials, some exception could be achieved but its narrow in application and inflexible development:
I was further able to understand Roblox cube unwrap and even abuse it a bit:
(this mesh was targeted to cause problems with it:)
Normal variance (disjunct to the expected projection face) actually doesn’t cause immediate problems.
But many geometric subdivisions, seen on right forward arm, does cause some flavour of wack. (look closely at the dark splotches getting sliced up noticeably):
Normal variance does cause later problems however, if the mesh is scaled. The more orthogonal or even parallel to the cube face expected, the more stretching gives way when the mesh itself is stretched; greater variance begets more distortion on the condition the meshpart is stretched.
That’s all I can guess at this point. If nothing more, I suppose, feature request? Its just not attended to it seems.




