Why does my part texture duplicate when i make it a specialmesh accesory and parent it to a rig?

You can write your topic however you want, but you need to answer these questions:

  1. What do you want to achieve? Keep it simple and clear!

Screenshot 2024-08-21 181447

Screenshot 2024-08-21 182125

i want to fix the texture and make it look normal compared to the meshpart version. (i found out you can’t publish a meshpart accessory, only a specialmesh one.)

  1. What is the issue? Include screenshots / videos if possible!
    when i make this mask a specialmesh part accessory and parent it to an avatar, the texture loops itself.

  2. What solutions have you tried so far? Did you look for solutions on the Developer Hub?
    the posts i found aren’t really related to my question.

After that, you should include more details if you have any. Try to make your topic as descriptive as possible, so that it’s easier for people to help you!

Could be related to this: Roblox face accessory texture bugged - #2 by 6mikael6
Haven’t encountered this bug before in the DevForum so maybe Roblox recently changed something in how the faces outside of the UV square get positioned.

Seems like when UVs are placed outside of the UV square they are moved back in relative to where they were outside the square. Since faces can be connected in the UV map, the face [Yellow] that connects the face [Red] that was outside the square will be stretched over the UV map:
image

This only seems to affect Accessories. The fix for this should be to just move every face in the UVs inside the UV square.

thank you so much! you are a lifesaver. all i had to do was move the uvs into the bounding box, i didn’t even think of that!

1 Like

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.