Studio adds tools to split imported meshes and rework textures

Split an existing prop into editable parts, generate textures and preview new assets. Try the mesh-splitting preview on a duplicate first.

Roblox has announced improved texture generation, splitting for imported meshes and image previews for generated assets. The tools arrived over recent weeks, according to the September 23 announcement. They give builders more control over existing props as well as the appearance of newly generated models.

Rework an asset you already have

Texture generation can work on one or several meshes through Studio's ribbon, the right-click Generate menu or Assistant's /generate_texture command. Roblox describes the result as a starting point that can be exported for further editing.

Imported-mesh splitting is the more useful addition if a prop needs separate parts. Select the individual MeshPart, run /segment_mesh in Assistant and provide up to five part names. You can run it again on a resulting part to split it further. The operation replaces the original mesh in the workspace, so duplicate your asset first.

This is an early preview. Results depend on the mesh's topology, and Roblox recommends its suggested part names for more reliable results. See the Assistant guide for the workflow and limits.

Try one prop before changing your pipeline

Our recommendation is to duplicate a prop that genuinely needs separate materials or moving components. Split it, texture one part, then inspect the result in its intended scene. Check seams, part boundaries and how it behaves in gameplay. Compare the cleanup needed with your usual editing process.

For new assets, text-driven generation offers four image previews before model generation. Reference-image inputs are also supported, but can skip the preview-selection stage. The generation guide explains the different input paths.

A preview helps you choose a direction; the finished asset still needs inspection. Use these tools where they reduce a specific editing task, then judge the geometry, textures and part separation before putting the result into a live game.

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