Custom Meshes

Custom meshes are 3D objects that enhance the visual appeal and uniqueness of your environment and characters. In Studio, custom meshes are represented as MeshPart objects, and you can use them to create assets like characters, clothing, environment props, and cosmetics. To create a custom mesh, you must use a third-party modeling application, such as Blender or Maya, to design and model the asset before importing the 3D object into Studio.

Many 3D assets, like characters, are made up of several meshes and are represented in Studio as a single Model. See Models for more information.

In Roblox, custom 3D assets generally fall under three types of applications:

  • Generic meshes or models you can use for environmental props, buildings, characters, and decoration within an experience.
  • Avatar models for users or non-player characters (NPCs).
  • Accessory models that character models can equip and wear, like clothing and cosmetics.

Creators who are part of the UGC Program can publish and sell their models on the Marketplace and earn a commission for each sale. For more information, see Creating and Selling.

Create custom accessories, clothing, and characters that anyone can wear and use
Design a custom character unique to your experience
Use custom meshes and models to give your environments ambiance and depth

Supported Meshes

Roblox supports many types of custom meshes, as long as they adhere to the general mesh specifications. A basic custom mesh consists of at least one mesh object and one texture:

A mesh object sets the shape and geometry of the 3D object
A texture image map applies a surface appearance and color
The mesh and texture combine to make a unique custom 3D object

Studio also supports meshes that include rigging and skinning data, PBR textures, and other Studio-related objects like cage meshes and attachments. Many of these various components are required if you are creating avatar character models or accessories.

Rigging and Skinning

A rigged mesh is a mesh with an internal poseable skeleton rig and bone structure. Rigged meshes allow mesh surfaces to rotate and move where internal bone joints are placed within a model, such as a character's knee or elbow. Skinning a rigged mesh allows the mesh object to bend organically, imitating the natural way joints would move in real life.

Without skinning, the entire head mesh rotates on a single axis
With skinning, the head mesh bends naturally at the neck, and the bottom of the neck stays connected to the torso

For more information on rigging and skinning, see Rigging and Skinning.

PBR Textures

Physically-Based Rendering (PBR) textures allow you to represent realistic shading and lighting by using multiple types of texture images, or maps, on a single object. Combining multiple texture maps can more accurately simulate color, roughness, and reflectivity in any lighting environment and can enhance the visual elements of your assets and environment.

For more information on PBR textures, see PBR Textures.

Studio automatically converts certain types of objects found in 3D modeling files as specific workspace objects in the experience. These are typically used when creating a character or accessory, and configuring these in your modeling software can sometimes be the primary way of correctly setting up these Studio objects.

The following objects are automatically created in Studio if they are detected by the importer:

  • Attachment - Created when Studio detects mesh objects that include _Att at the end of their name.
  • WrapTarget - Created when Studio detects mesh objects that include _OuterCage at the end of their name.
  • WrapLayer - Created when Studio detects a mesh object with _InnerCage and similarly named mesh object with _OuterCage at the end of their names.
  • FaceControls - Created when Studio detects an avatar character head and the appropriate facial animation data in the model.

Creating and Selling

Whether you are creating assets for sale on the Marketplace, or for a specific use within experiences, the creation workflow is typically the same:

  1. Design and Model - Create the 3D asset in a third party application, such as Blender or Maya. Ensure that all assets follow any of the applicable requirements:
  2. Import into Studio - Import the custom mesh or model into Studio using the 3D Importer.
  3. Test and Create - Test the asset in your experience to ensure compatibility with your experience and environment. You may require redesigning your asset and additional reiteration.
  4. Publish and Sell - If you are part of the UGC Program and your custom asset conforms to the Marketplace Policy, you can publish your item for others to purchase and receive a commission for each sale of your asset.


There are a variety of resources available for creators of all backgrounds to get started with custom meshes.

If you are are interested in specific avatar creation topics, use the following table to find guides and resources that best match your needs: