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Source: Roblox Creator Hub · CC BY 4.0 · View source · Code samples: MIT Imported 2026-10-03. Formatting adapted for this site.

Textures and decals

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:

Texture image

	<img src="https://prod.docsiteassets.roblox.com/assets/modeling/textures-decals/Texture-On-Surface.jpg" alt="The same texture repeated eight times on a block part." width="450" />

Texture applied to a part (repeating)

<img src="https://prod.docsiteassets.roblox.com/assets/modeling/textures-decals/Decal-Texture-Sample-1.png" alt="An example decal image of a light purple hexagon on top of a dark purple background." width="324" />

Decal image

	<img src="https://prod.docsiteassets.roblox.com/assets/modeling/textures-decals/Decal-On-Surface.jpg" alt="The same decal stretched on a block part." width="450" />

Decal applied to a part (stretched)

Create textures or decals

To create a texture or decal, you must 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 games, and distribute them to the Creator Store. Once you import the image, Studio assigns it a unique asset ID.

Note

Every texture or decal image that you create and import to Roblox must adhere to the Community Rules and Terms of Use.

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. 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 (Top, Bottom, Front, Back, Left, or Right).

    To assist in choosing the correct face, right-click the part/union and select Show Orientation Indicator. This displays a circle 🅕, a blue line attached to the object's front face, and a green arrow that points in the direction of the object's top face.

  3. Select the ColorMapContent 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 field.

Set a color tint by clicking the small box to the left of the Color3 property or by entering a RGB color code.

 <img src="https://prod.docsiteassets.roblox.com/assets/studio/properties/Appearance-Color3-Picker.png" alt="A close of view of the Color3 property with the small color box highlighted." width="320" />




   <img src="https://prod.docsiteassets.roblox.com/assets/studio/properties/Appearance-Color3-RGB-Entry.png" alt="A close of view of the Color3 property with the RGB code highlighted." width="320" />







 

   <img src="https://prod.docsiteassets.roblox.com/assets/modeling/textures-decals/Texture-On-Surface.jpg" alt="A block part with a repeating blue hexagon texture on its top face." />

Color3: [255, 255, 255]

   <img src="https://prod.docsiteassets.roblox.com/assets/modeling/textures-decals/Texture-Color3-255-0-100.jpg" alt="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]

Set the Transparency property to any value between the default of 0 (fully visible) and 1 (invisible).

   <img src="https://prod.docsiteassets.roblox.com/assets/modeling/textures-decals/Texture-On-Surface.jpg" alt="A block part with a repeating blue hexagon texture on its top face." />

Transparency: 0

   <img src="https://prod.docsiteassets.roblox.com/assets/modeling/textures-decals/Texture-Transparency-0.4.jpg" alt="The same block part with a repeating hexagon texture on its top face, but the hexagons are semi-transparent." />

Transparency: 0.6

Customize textures

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

Scale 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.

StudsPerTileU & StudsPerTileV = 2

Texture on a surface of 8x6 studs with size of each tile in 2x2.

StudsPerTileU & StudsPerTileV = 4

Texture on a surface of 8x6 studs with size of each tile in 4x4.

Offset textures

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

OffsetStudsU & OffsetStudsV = 0

2x2 texture on a surface of 8x6 studs with no offset.

OffsetStudsU & OffsetStudsV = 0.5

2x2 texture on a surface of 8x6 studs with offset of 0.5x0.5 studs.

Animate 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()

Texture streaming

Texture streaming dynamically loads textures based on distance and camera view, which lets you use textures more freely without worrying about scaling across devices. The engine loads baseline-quality textures first, in order of importance, and then progressively raises the quality of each texture up to the memory available on the device. Texture streaming is enabled automatically, so you don't have to take any action to benefit from it.

A visualization showing a game with and without texture streaming.

The same scene with and without texture streaming

Benefits

Texture streaming works with MeshPart (skinned and unskinned), SurfaceAppearance, Texture, Decal, MaterialVariant, Beam, ParticleEmitter, and the base materials applied to PartOperation and BasePart instances.

Best practices