So I created my first UGC face item not a while ago, which I’ve uploaded but haven’t put up for sale yet. For a while it’s been normal until one of my friends pointed out something which made me curious about it.
So with my face accessory, it looks normal, on the store page, in-game and everything. But when my friend sent a picture of the accessory in studio I noticed that it had the same face texture but squished on the top and bottom of the head.
What could possibly be causing this? I experience this issue every now and then on random games but on some it just doesn’t have the effect. Does anyone know what the issue is?
I’ve tried searching through DevForum and everything else that I could search but nobody else had the issue I’m currently having. I’ve also tried changing my body scale to R6 and R15 but no changes.
One thing I am very curious about is would it be possible to update the UGC model or texture so I can fix it? If not then I’d just have to take the loss there.
I have no idea why that only happens when the mesh is an accessory tho. As a normal mesh the UVs look the same as the ones you posted. But when the mesh is exported to Blender as an accessory, the UVs are somehow messed up.
Moving the top and bottom part of the UVs inside the square seems to have fixed the issue:
Maybe having parts of an UV map outside of the UV square somehow breaks the UV map when the mesh is used as an accessory.
Yea looks good, sorry only now got on pc. I think the face should in general be placed within the box to avoid buggy behaviour, unless you want a texture to repeat on a face by making its UV bigger than the box.
Okay thank you. One more question, would it be possible to update the texture for the UGC asset or will I just have to deal with the texture on that UGC item.
No idea if this is true, but my wild guess on why this happens is because Roblox character textures are on one image, with other textures for you character and the uv may have bled on to another part of your characters texture. (Maybe the shirt or smth idk.) When textures are just on a mesh and not an accessory it has nothing to bleed on to and this doesn’t happen.