Texture not applied to mesh once imported

I have built a design using parts in studio, and exported the selection as .obj and .mtl files. I want to import it back into studio, but as a mesh.

These are the steps I have taken:

  1. Opened the asset manager, clicked bulk import.
  2. Selected only the .obj file (.mtl wasn’t supported) and uploaded it.
  3. Checked off all properties and hit apply.
    image
  4. Right clicked the object in the asset manager tab, selected “insert with location”, and it loaded into the workspace.

However, the textureID property is not filled out. Could someone please explain how to fix this problem?

Alright your problem is easy just follow my steps

Here are the steps outlined, along with additional suggestions to resolve the texture issue:

Steps Provided:

  1. Open Asset Manager: Access the asset manager and use the bulk import feature.
  2. Select File: Choose the .obj file and upload it.
  3. Configure Options: Use the mesh import options to adjust settings like scaling and reverse normals.
  4. Apply Texture: After importing, select the object in the asset manager and check for texture application.

Additional Suggestions:

  1. Texture Correctness: Ensure that the texture files (typically .PNG or .JPEG) are properly linked in your .obj file. Sometimes, .mtl files can lose the texture references during export.

  2. Material Application: After importing, check if the material is set correctly. Right-click on the mesh in the Explorer, select “Insert Object,” and choose “SpecialMesh” or “MeshPart” to apply a material.

  3. UV Mapping: Confirm that the original model is correctly UV-mapped. If the UV mapping is incorrect, the texture won’t align properly once imported into Roblox.

  4. Texture Size: Ensure that the texture size doesn’t exceed Roblox limits (maximum 1024x1024 for decals).

  5. Reimport: If issues persist, try re-exporting the model from your design software, ensuring all textures are properly linked.

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