How would you make a texture repeat when you extend the meshpart?

Hello! I am in the process of building a log cabin, but I need to texture the parts to give the wood feeling. I use blender and I have textured just the plane default cube, that I just import into roblox studio, then modify it. I feel like there is a better or easier way than doing it, but I’m new to texturing.

The issue I am having is once I extend the meshpart with the texture, is deforms and distorts the texture, or it makes the texture really large. Since that happens, I just make the part small so it makes the texture look nice, but I have to duplicate the part about a million times just to get the right size of a wooden plank. Here’s a video of the issue.

Yet again, I am new to texturing, so I may be getting something completely wrong. Yes, I already used the search bar in the devforum and I tried the developer hub too.

Thanks in advance!

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Use the instance called ‘Texture’.

Literally the only way I know.

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Is there even a texture apart of the MeshPart? I don’t see it as a child of it.

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There is nothing in the ‘MeshPart’. bruh

Yea I know that’s what I’m confused about. How is there a texture on it in the first place?

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did you mean something else or…

Nevermind it. I’m confused. I would assume that the texture image needs to be adjusted in the properties panel.

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In a mesh part, there is a property named ‘TextureId’.


There are no properties for that, therefore, you will always have this stretched out image.

You will only have a stretched out image if you use TextureID.
If you use a Texture, you can accomplish more advanced tasks. You can slice the image, resize the image, change the color of the image, and change the image transparency as shown below.

Link for Texture info
Link for Meshpart info

local Texture = Instance.new("Texture")
local Object = Instance.new("Part")
local TextureImage = {4137707266}
local Focus = Object

Object.Parent = workspace
Texture.Parent = Object

Texture.Texture = 'http://www.roblox.com/asset/?id='..TextureImage[math.random(#TextureImage)]
Texture.Face = 'Top' -- forgot the enum for this

Object.Anchored = true
Object.CanCollide = false
Object.CFrame = CFrame.new(0,15,0)
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The only way to get tillable textures is to insert a texture.

I used blender, and you can apply an image texture to the mesh in blender. From blender, I then insert the meshpart into roblox studio. I hope that fixes your confusion!

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Thanks! I’ll try your solution!

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Thank you for your feedback. I’ll try that!

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To @cc567 and @IUClDS, I inserted a “texture” but this is what happens:


Also, the texture is only on one face. How would I get it to apply on all faces?

1 ~ that thing gives me goosebumps no offense
2 ~ Add the texture on the other sides. There is a property in a texture called ‘Face’ or something like that. It is on the top now so duplicate the texture and change the ‘Face’ Property


CTRL+D to duplicate objects

If you need more information about the controls, here ya go dude!

Edit : Just realising I used a decal :V

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