Textures and Decals

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A Texture is an image you can place on any face of a part or union that repeats both horizontally and vertically on the size of the surface. In contrast, a Decal is an image that stretches to fit the area of a part or union's surface. After you add a Texture or Decal object to a part or union, you can:

  • Change the texture or decal Color3 property to set a color tint using RGB color codes.

  • Change the texture or decal Transparency property to a value between the default of 0 (fully visible) and 1 (invisible).

  • For a texture, set its scale and offset.

    An example texture image of a light blue hexagon on top of a dark blue background.
    Texture image
    The same blue texture repeated eight times on a block part.
    Texture applied to a part (repeating)
    An example decal image of a light purple hexagon on top of a dark purple background.
    Decal image
    The same purple decal stretched on the top face of a block part.
    Decal applied to a part (stretched)

Creating Textures or Decals

To create a texture or decal, you have to add either a Texture or Decal object to a part or union. You can import images for textures and decals to Studio for use between experiences, and distribute them to the Creator Store. Once you import the image, Studio assigns it a unique asset ID.

To add a texture or decal to a part or union:

  1. In the Explorer window, add a Texture or Decal to the part or union:

    1. Hover over the part or union and click the ⊕ button. A contextual menu displays.

    2. From the menu, insert a Texture or Decal. An empty texture or decal object displays on the part or union with orange outlining.

  2. In the Properties window, navigate to the Face property and choose a face or keep the default face.

  3. Select the Texture property and apply an image through any of the following methods:

    • Select any texture or decal you've uploaded previously.
    • Enter an asset ID into the Texture field.
    • Upload a new image through the Add Image... button.
  4. (Optional) Set a color tint by clicking the small box to the left of the Color3 property or by entering a RGB color code.

    A close of view of the Color3 property with the small color box highlighted. A close of view of the Color3 property with the RGB code highlighted.
    A block part with a repeating blue hexagon texture on its top face.
    Default
    The same block part with a repeating hexagon texture on its top face, but the hexagons are pink against on dark purple background.
    Color3 = [255, 0, 100]
  5. (Optional) Set the Transparency property to any value between the default value of 0 (fully visible) and 1 (invisible).

    A block part with a repeating blue hexagon texture on its top face.
    Default
    The same block part with a repeating hexagon texture on its top face, but the hexagons are semi-transparent.
    Transparency = 0.6

Choosing a Face

A face is a surface on a part/union that displays a texture or decal: Top, Bottom, Front, Back, Left, or Right. The direction of each face depends on the part or union's orientation. In the following example images, the camera faces the block's Front face, so the block's Left face is on the right from the camera's perspective.

A block part with a texture that displays on the block's front face. The Show Orientation Indicator highlights the block's front face orientation.
Front
A block part with a texture that displays on the block's top face. The Show Orientation Indicator highlights the block's front face orientation.
Top

To choose a face:

  1. (Optional) To assist in choosing the correct face, right-click the part/union and select Show Orientation Indicator. This displays a blue circle with an F and a line attached to the object's Front face, and a green arrow that points in the direction of the object's Top face.

  2. Select a texture or decal that is a child of the part or union.

  3. In the Properties window, click the Face property and choose a face.

Customizing Textures

Unlike decals, textures provide further functionality to scale, offset, and animate an image.

Scaling Textures

The size of the part doesn't affect the texture. Instead, scaling a part only increases or decreases the number of times the texture repeats.

The StudsPerTileU and StudsPerTileV properties determine the size of each "tile" in studs. StudsPerTileU determines the texture's horizontal size while StudsPerTileV determines the texture's vertical size.

An example texture image of a light blue hexagon on top of a dark blue background.
Texture Image
The same texture on a surface of 8x6 studs with size of each tile in 2x2.
Surface of 8×6 Studs
The same texture on a surface of 8x6 studs with size of each tile in 4x4.
Surface of 8×6 Studs

To scale a texture:

  1. Select a texture that is a child of a part.

  2. In the Properties window, set StudsPerTileU and StudsPerTileV to the number of studs you'd like the texture to occupy horizontally and vertically. The larger the number, the larger the image.

Offsetting Textures

If you want more control over a texture's position, offset the texture by adjusting the OffsetStudsU and OffsetStudsV properties. This is also helpful for animation.

An example texture image of a light blue hexagon on top of a dark blue background.
Texture Image
The same texture on a surface of 8x6 studs with an offset of 1 stud.
Surface of 8×6 Studs
The same texture on a surface of 8x6 studs with an offset of 1.5 studs.
Surface of 8×6 Studs

To offset a texture:

  1. Select a texture that is a child of a part.

  2. In the Properties window, set OffsetStudsU and OffsetStudsV to the number of studs you'd like to offset the texture horizontally and vertically.

Animating Textures

Using TweenService, you can tween texture properties like OffsetStudsU and StudsPerTileV to achieve animated surfaces. For example, if you apply two fog textures to one container and animate them with the following script, you can achieve the appearance of a layered moving fog:

Two animated textures near the floor to simulate a moving fog effect

local TweenService = game:GetService("TweenService")
local texture1 = script.Parent.Texture1
local texture2 = script.Parent.Texture2
local tweenInfo1 = TweenInfo.new(8, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut, -1)
local tween1 = TweenService:Create(texture1, tweenInfo1, {OffsetStudsV=50})
local tweenInfo2 = TweenInfo.new(7, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut, -1, true)
local tween2 = TweenService:Create(texture2, tweenInfo2, {OffsetStudsU=50, StudsPerTileU=55, StudsPerTileV=45})
tween1:Play()
tween2:Play()