As a Roblox Developer, it is currently impossible to create pixel perfect textures for meshes.
Use.
The game that I’m currently working on is made using only meshes and in order to stop their textures from stretching and blurring I have to scale them up almost 16* which leads to a lot of unnecessary and unneeded data being downloaded by players and I’m often finding that my texture file sizes are double the size of my .obj’s at roughly 29KB rather than their original of 2KB. 36 of those textures alone is about 1MB.
For example, I have tilled soil in my game and it requires 2 separate meshes, one for grass and the other for the dirt (the reason behind them being separated is so that I can use VertexColor to change the hue of the grass depending on season or position). Each tilled soil tile requires 15 variants for direction and connections. That’s already 30 textures at 29KB each just for soil. Being able to upload them and use them at their original size would cut down the amount of data that a player would have to download massively and would hopefully be less taxing on their hardware.
It would be really useful to asset artists if their decals and textures were not automatically scaled up, and if SpecialMesh and MeshPart instances had a ‘Filter Mode’ option that would allow the developers to alter the way that textures are rendered.
Bumping because I’m currently struggling with this. You can bypass this by upscaling your textures without filtering, but it takes way too much time to do.
3D Pixelated Games on Roblox are pretty much impossible to make due to Roblox’s current linear MeshPart texture filtering (which ends up making pixel art textures appear very blurry).
Upscaling the texture reduces the blurriness to some small degree, but it doesn’t completely fix the issue and it eats up much more memory as a result.
Studio could really benefit from new Texture Filtering options. An entire game style is being held back by the lack of this one feature.
I hope that improvements for the engine will finally be released soon. Otherwise, due to the small potential, developers will start switching to other engines
Also looking for this feature to be implemented. UI images have a ResampleMode option to change the texture filtering method, but that’s it. I’d love to be able to change the texture filtering method for materials and textures and whatnot. I’m working on a PS1 style game (and no doubt many others are as well, it’s a popular style) and this feature could make it look so much better.