As a Roblox developer, it is currently too hard to apply colors to MeshParts’ textures directly. While SurfaceAppearance or Decals let you change colors, MeshParts themselves do not, forcing developers to use extra instances just to modify a texture’s color.
If this issue is addressed, it would improve the development experience because developers could change texture colors directly on the MeshPart, saving time, reducing unnecessary instances, and simplifying asset workflows.
Use Cases:
Quickly recoloring props, weapons, or furniture without adding a SurfaceAppearance.
Simplifying dynamic color changes on MeshParts during gameplay.
Reducing scene complexity by avoiding extra instances just to manipulate texture colors.
This feature doesn’t need to enhance visuals; it’s purely for convenience and workflow efficiency.
While it’s not perfect, there is a temporary work around using an old instance class that not a lot of people know about any more. If you insert a ‘SpecialMesh’ into a regular part, then put the MeshId as the ID of the meshpart, you can then use VertexColor to recolour the whole mesh once textured! The issues then are that the hitbox will be of the part though.
They make a very clear point to call out that they want to avoid an additional unnecessary instance. This has the exact same problem as the example workaround they point out involving using SurfaceAppearances.
Oh yes, I wasn’t disagreeing with OP. I was just pointing out that it is technically possible to do this already with a lesser-known studio feature. It should be an official property on MeshParts too.
If you don’t actually have anything to add to this feature request other than “I don’t like it therefor it shouldn’t exist!” then please do consider not responding any further. You’re fortunately not the one who gets to decide if a feature request is good or worthy.