I saw these really awesome cars in ScriptOn’s Physic God game and I was just curious how the car and the texture was made, are the car mesh parts separated and retextured in Studio, or is it just one mesh with ROBLOX textures? Would anyone have any clue how these were implemented?
I don’t have too much knowledge on this but UV mapping is the way it’s made possible. Depending on the amount of triangles because of the limit, sometimes the UV mapping can be all on one MeshPart if needed to be
Looks to be either separated objects (lights are for sure separate) or a single mesh for the body that’s been vertex painted. I doubt textures due to the car not having a bad speculator highlight on it, and having what appears to be Roblox’s metal texture on it.
The wheels will definitely have to be separated in order to spin, same goes for the light covers to be neon, and probably some other things if you’re able to modify the car. I don’t actually know if it’s textured, it actually just looks like he just colored the bricks. So anything that’s a different color is probably a separate part. The way I make complex objects is by breaking them down into a bunch of different, complex, pieces. I can’t find it right now as it’s on my external hard drive, but I made a Lambda Class Shuttle from Star Wars, and instead of importing it as one part, I imported it as a bunch because it had too many triangles, and it’s easier to make pre-existing objects explode rather than loading an entirely new one, so it was already broken into it’s predetermined pieces. That’s the way I’d do it, maybe I was wrong, but it should be more efficient.
Also, as aforementioned in other comments, meshes get texture through UV Mapping which is a feature in any 3D Modeling software worth its salt. I’m the worst UV mapper, so I’d look up video tutorials on how to do it.
TL;DR Those cars look like they’re colored bricks, not texture mapped. UV Mapping is how you would make a texture, look up tutorials on how to do it as I suck at doing it.
As @DoctorFunkenstein said, it doesn’t look like the car is textured. You don’t even have to separate the black and red in all honesty, you can just colour them in a modelling software (at least in Blender you can). The wheels should be separated in order to rotate, and the lights do as well in order to be neon, however. There’s a drawback with colouring it inside of a modelling software, and that is that you won’t get the colour you want if you try to change the colour of it in studio.
As stated just below your comment by @LowPolys, yes, if you don’t want to change it in studio. But also, if you want it to be customizable in game, you would need to keep primaries and secondaries as separate MeshParts and at that point it wouldn’t matter what the color was in the modeling program, you would just have to make sure that they are separated if you don’t want it all to change as one color. Otherwise, if you want to keep it as one MeshPart in the game, you’re going to have to do UV Mapping and change the colors through textures.