Trendy stud texture

Hello! I am trying to use the trendy “stud” texture to apply on my builds/parts, but I am trying to achieve this particular effect : grey lines around each stud, as shown in the picture below. I’ve tried using parts and fabricating the texture, but would be really unefficient long term, i’d have to make every model replicating the effect instead of an actual texture. Does anybody know how I could achieve this exact texture efficiently? (by being able to apply it on models and parts on all sides preferably) Thank you!

3 Likes

SUP @receipes

This is actually super simple . ..

Its the default roblox baseplate texture with the classic stud one right over it – An the transparency of them slightly adjusted :"3


Here is the file;

Classic-Look.rbxl (58.3 KB)

Color was slightly off so fixed it!

4 Likes

KingAlijahforever’s layering tip is the right idea — you’re seeing two textures stacked, not one magic stud material.

What you’re after is usually:

  1. A flat base color / slight noise (classic baseplate-style)
  2. The classic stud texture on top, with a bit of transparency so the grey grid lines read around each stud

In Studio, an efficient way that scales to whole models:

  • On each face (or use a Texture / Decal per face): put the base texture at a lower transparency, then the stud texture above it with transparency tuned until the grey outline pops.
  • Match StudsPerTileU / StudsPerTileV (or the Texture’s stud tiling) so the stud pitch matches the look in your reference.
  • Prefer Textures on Parts (or a shared MaterialVariant / SurfaceAppearance workflow on MeshParts) over rebuilding geometry — that keeps edits non-destructive.

If you need it on MeshParts with custom UVs:

  • Bake a single albedo that already includes base + stud outlines in Blender (one SurfaceAppearance ColorMap), or
  • Keep a simple Part “shell” with classic textures if the silhouette is boxy enough.

Avoid fabricating studs with hundreds of tiny Parts — that’s the inefficient path you already ruled out. Texture layering (or one baked map) is the long-term fix.