Textures are in Correct Orientation and Positioning, but aren't Wrapping Around MeshParts Properly

I’m working on an upcoming character design for a game that I’ve been working on since earlier this year, however recently I have been facing some problems with the texturing.

Here is what I mean… For better context, I have a retextured the original Roblox bundle ‘Captain Rampage’ into a zombie pirate enemy. The issue is that the textures for the Torso, Right Arm, Right Leg, Left Arm, and Left Leg MeshParts appear to be correct, however they seem to be glitching out of the correct positions. I even double checked, and I still can’t figure out why this occurs.

Here is proof:

For those curious, the retexture is currently a work in progress, as the design isn’t final, however I’m using this as the original template. The skulls and the shirt underneath the uniform will be recolored to be brighter in white like the original for example.

Here is what I was talking about earlier:

If your also curious to take a look at the texture image assets on the site, the links to them are listed here below:

  1. TXT_ScaryPirate_Torso - Roblox (original)
  2. Zombie Captain Rampage Torso - Roblox (retexture)

Also another thing that I’d like to point that out before anybody asks is that yes, ‘Fusion_Forces’ is an alt of mine and in which it’s purpose is to mainly post alernate development assets on there.

If anybody could help me out with this issue that’d be extremely helpful. Thanks for reading this and I’m looking forward to hearing your helpful suggestions…

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Interesting issue!

I ripped the torso mesh from Studio and imported it into Blender to double check the UVs and I found that the UV doesn’t at all match with the texture you linked. Here I applied the texture you have to the rig:

And here’s the UV:

Texture ID you linked isn’t actually the right texture the rig uses! Weird right?

BUT

It doesn’t stop there: on importing the rig, it came with a different embedded texture from… somewhere? This does work correctly!

Simply rip this texture here and save it to your computer, then make any visual changes you wish:


Fun fact, this texture is 500x500; larger than the 256x256 upload limit, yet smaller than the 512x512 that’s typical for scaling, and yet larger than the 420x420 compression size that Roblox makes for any uploaded image larger than 420x420 (at least, I think it’s 420?). I don’t know why they favour such weird numbers but oh well.

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Thank you so so much!

I do want to make sure though that from now on I’m doing this right, just for future reference. I’m assuming that for the other parts, I would just need to save the MeshPart along with the original textures applied to them onto my files by selecting the ‘Export Selection’ option?

that happen when u export a model from roblox studio to outside with mutiple parts selected.

if u only export the torso i will have the uv and texture correct
roblox also compress the textures parts of all parts into a single img
so if your model have multiple textures roblox will compress it into a single img and generate a uv map for that model

but if u want to edit that compressed img you need also to import again the model that you exported from roblox. so it come with the correct uvmap for the compressed img.

here is some example.
exporting multiple parts with textures on it
image
the texture generated by roblox

now exporting the torso as a single part, roblox export it keeping the original uv.
Uppertorso1Tex!
same goes for any part of the object as long you keep exporting it as single parts.
Head1Tex

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Thank you all again for your responses, and I’m glad to let you guys know that I got the retextures for the rig finished! :smile:

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out of curiosity, did the solution provided above make the texture work correct on both r6 and r15 rigs?

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Good question! I just now tested it on the R6 version and found out that these textures only properly wrap around the R15 rigs only…

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