I’m trying to work on a system to save 3D clothing to a data store (with flat textures because I can’t make surfaceappearance on the fly) by saving various properties of accessories in the form of text. This is because I want to make a system where you can modify various attributes of accessories (size, texture, mesh, etc.) to make your own hat for your avatar to then save to use later.
However, I’ve been running into an issue trying to get the flat color texture of some items with SurfaceAppearance. The problem is that SurfaceAppearance’s properties is something I cannot access to even read runtime, so I can’t access the ColorMap property which is how I got my flat textures for items in Studio.
I have tried using the 3D clothing’s original MeshPart to get the TextureID from that, but some accessories do not even have a TextureID and some, while having a TextureID, are just completely wrong. Here’s an example:
I’m completely lost on this and I’m thinking there probably isn’t a solution for this, but is there any way around this just so I can get a flat texture to save that’s accurate to the hat?