MeshPart Granular Coloration

As a Roblox developer, it is currently too hard to recolor & repurpose meshes in studio or runtime.

The current workarounds for this lack of functionality lead to poor performance and extremely inefficient workflows.

Example:

This is a semi truck made for RoCitizens. To have full functionality and recolorability it was uploaded as 27 individual meshes. If recolorability wasn’t a factor, we could get away with about 4.

We have this problem with buildings, furniture, trees/foliage, props, etc. The extra meshes cause problems with physics and make iteration painful.

A potential implementation would be a way to edit mesh vertex colors. It would cover most use cases if the engine could batch all same-color vertices and allow the groups to be colored independently.

Thanks!

13 Likes

So, what’s the problem with textures?

Jokes aside, it’s quite tedious to upload multiple meshes than to have it be one part. Roblox might already have some very hidden implementation of this that us developers cannot find, but it seems to be for SurfaceAppearance.

Something like a colormap would be nice.

1 Like

Perhaps, they should add material ids so that the user can edit each material id to a solid color(and texture?)