Texture Overriding Meshpart Material

Hello, I ran into this problem today, and I was wondering how to fix it.

My race cars use smooth plastic for most of my projects, but I wanted to expand and try using different materials.

This was the turnout with cracked lava:
image

All my cars use paint textures, but the problem is they override the material for some reason.

For example I wanted to use this cool almost reptile scale material from Asphalt

But when I upload a texture, it completely ignores this.

This seems to be related to only certain materials, as something like the forcefield will work just fine:

This appears to be a bug, or roblox hasn’t added support for this, or something like that, because I am really not sure what I am doing wrong.

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Does anyone know if this is a roblox bug so I can report it, or just something I am doing wrong?

This isn’t a bug. Textures will always override default materials when placed on a mesh or normal part.

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That’s a bummer, well I guess I need to rethink that then.

You can use a SurfaceAppearance. Put the texture id of the material you want in the surfaceappearance properties.

ColorMap is the regular textureid. I put a cobblestone texture in the MetalnessMap to achieve this look.

If you use a Windows computer, you can find the textures in your file explorer with the address %appdata%. It will take you to the Roaming folder, so you need to go to folder before that and then click go through the Local folder:


Your versions-ABC123 name might be different.

Whoa, thanks for the in depth reply, this is very helpful. I think you just saved one of my updates for my game.

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