Is it possible to have a single mesh have multiple different textures?

I want to make a custom character “rig”, and I want it to be customizable. However, I would like to know if it is possible to have the skin texture and eye texture be separate.

I’m not sure if this is possible? I’ve looked around and I didn’t find a concrete answer.
If I can’t I suppose I’ll have to rip the eye geometry out of the face as it’s own separate mesh and add the texture for the eyes on that instead (Like how a hat in time does it).

Here is a side view of the face image
Front view image
The skin color would be it’s own texture, the eye would be it’s own texture. Purpose being to mix and match.

You might be able to pull this off by having the MeshPart texture being the skin and then putting a Decal/Texture on the front face for the eyes.

Is there any way to be able to properly predict how the decal would stretch around the face? Cause it treats the object like a cube.

I thought decals wrap? Maybe only Textures do that…

Just test things until you find what works!

You need to learn how to bake textures and texture paint. You need to UV unwrap your model and then look up any tutorial on texture painting.

Downloading a software like substance painter might be the best option for texturing but that costs a bit of money.

I am also not sure what you mean by separate, so if you could clarify that would be helpful for me to help you.

He’s asking if you could layer textures on a mesh.

image

He wants something equivalent to having MeshPart.TextureID_A and MeshPart.TextureID_B

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Thanks for the clarification, he’d just have to make different meshes at that point which is what most major game studios do when it comes to completely separate parts such as eyes

While I’m unsure if Roblox supports this for decals in general at this time; you could try to add extra faces for where you want the eyes to be; just make sure that it’s a separate object. This also gives you the benefit of being able to animate your eyes and move them around your model!

Hope you find an answer that works for you!

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Yeah, that’s what I meant by “doing it like in a hat in time”
image

Roblox gotta fix this, yes fix not implement, this is a requirement for 3D workspace

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I don’t get why this isn’t a thing. This is such a common sense (not even a feature) but necessity, that’s so brain dead obvious, every other game engine has it and people just assume for it to be a given. It’s 2024 and this engine is stuck in 1994. The only “workaround” is to have 6 decals for each side, with 6 distinct texture ids, instead of just adding support for multiple layered custom uv-mapped textures.
Trying to make a game with non-humanoid rigs? Nothing works. Absolutely nothing can just be taken as a given, and the most minute functionality has to be scrutinized and painstakingly worked around from the ground up, from animation to rigging to clothing to textures to cameras

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