Trying to modify a character's head material

  1. What do you want to achieve?
    I am making a thermal system that is meant to highlight all players in all neon when activated locally. (Think of when you put night vision on, only you can see it)

  2. What is the issue?
    The head is being stubborn, it won’t give that glowy neon look I’m looking for,

  3. What solutions have you tried so far?
    I’ve looked across DevForum and from what I understand this isn’t necessarily a bug, but rather how head materials work in roblox, they won’t change. If that’s the case, what’s the best way to counter this so I can get a neon look that’s fitting with the rest of my character? And if I can get that neon look regularly, how would I do so?

Here’s the current program:

for i, j in pairs(players:GetPlayers()) do
	j:ClearCharacterAppearance()
					
	for k, l in j.Character:GetChildren() do
						
		if l:FindFirstChild("face") then
			l.face:Destroy()
		end
						
		if l:IsA("BasePart") then
			l.Material = Enum.Material.Neon
		end
	end

end

Also here is an image of the result
ae50b08b96f3e11c539247092adf4981

Well, that wont work because roblox heads are a Mesh, which means they cannot be edited with (some) materials. You could use a highlight though, and place it inside the character model.

Yeah I tried highlights but it didn’t give off the same bloom, is there a way to increase the brightness on highlights?

You need to replace the head with a meshpart, for some reason neon doesn’t work on regular parts if there’s a mesh inside it.

Swapping the head should in theory be relatively simple.
You can also just make the original head invisible and impose a fake head instead which has the neon material.

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All you can do is set the transparency to it, sadly. You could replace the head with a part like a cube, but it might now give you the look you desire as it will look blocky, or just sort of weird if you use a union.

Workspace has a property called MeshPartHeadsAndAccessories that you can toggle on to Enabled (default should be Enabled too which is weird) to get a meshpart head instead of a special mesh head.

(This won’t work if you’re using a custom character but it look like you’re not editing the character in that image so it should work)

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Thank you guys for the support, each of these methods proved to be successful, I ended up choosing @C_Corpze 's method.

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