Last time I did any serious dev stuff, the only way to have multiple textures on a custom mesh that all followed the UV map was to use a specialmesh and decals, and it was completely impossible to do it with a meshpart. With skinned meshes being a thing (hallelujah!), I’ve been wanting to get back into serious Roblox game development, but skinned meshes are only for meshparts, which last I checked can only have a single texture actually mapped to their UV map (all decals are projected on like it’s a cube instead).
I tried searching for an answer here on the devforum, and I found several threads saying it was impossible, but all of them were over a year old (enough time for an update to change the answer) and the majority dated back to around when meshparts were first added. I tried reading up about it on the developer hub, but there was no mention of it at all (in fact it didn’t even mention the fact that decals render differently on specialmeshes compared to meshparts, even though it’s one of the biggest differences between the two).
Is it currently possible to have multiple images layered on a meshpart’s UV map? If not, is such a feature under development? If not, are there any active requests for this feature? I ask because this is absolutely vital if I am to make an animal morph game which uses skinned meshes and has customization of multiple layers of full-body markings.
(Before anyone suggests I just make a slightly larger mesh that’s a cutout of the marking I need like Be An Alien: Renewal and that one Warrior Cats game, doing that increases part and polygon count and lowers performance. Also, it isn’t very believable (distractingly so, in fact) when combined with a skinned mesh.)