- Texture Generation in Studio now has two modes: Fast and Quality. Fast is color-only at 1K and takes about 30 seconds. Quality is 4K PBR with color, roughness, and metalness maps and takes about 2 minutes.
- The beta opened on October 16, 2026. It is announced as a beta, not a finished feature, and Roblox lists four improvements still on the way.
- Three ways to reach it: the Model ribbon, right-clicking an object, or the Assistant command with a mesh selected.
Code: Select all
/generate_texture - Normal maps are ignored today. If your mesh has one, texture generation does not read the detail from it.
- Quality mode works on multi-part meshes, so hidden geometry on an animated or scripted model still gets textured.
Texture Generation has been in Studio for a while as a single path. You selected a model, described the surface you wanted, and it produced a color texture. What came back was an albedo image, which is fine for flat or stylized surfaces and not much else. A flat rock and a polished one can end up looking identical, because nothing in the map tells the engine how the surface scatters light.
Quality mode adds the two channels that carry that information. Roughness controls how sharp or diffuse a highlight is. Metalness controls whether a surface reads as metal or as a non-metal. With all three channels generated together, a metal gate, a wet stone path, and a waxed wood floor stop looking like the same texture in different colors. Roblox describes the result as a more accurate representation of materials, which is the honest framing: better, not photoreal.
The numbers are worth keeping side by side. Fast mode produces color-only output at 1K resolution in roughly 30 seconds. Quality mode produces 4K PBR output with color, roughness, and metalness maps in roughly 2 minutes. That is four times the pixels in each axis and four times the wait. On a long test batch the cost adds up.
How to turn it on
The feature is in beta, so it is not on by default. Enable it from File, then Beta Features, then restart Studio. Once it is enabled, texture generation runs from three entry points:
- Click the Texture button in the Model ribbon with a model selected.
- Right-click an object and choose Generate, then Texture.
- Select the mesh and type into Assistant.
Code: Select all
/generate_texture
Practical limits you will hit
A few of these are small. A couple of them will cost you an hour if you do not know about them first.
Normal maps are not read. Roblox lists support for meshes with normal maps as coming soon and states plainly that details from normal maps are currently ignored. If you rely on a baked normal map for the depth on a prop, texture generation will not pick that up, and the result can look flatter than the source mesh.
Alpha is not supported. Do not ask for transparent materials such as glass. Texture generation does not currently support alpha channels, so a glass pane comes back opaque.
Prompts can only describe a texture, not a scene. Lighting, camera settings, geometry changes, and particle effects are all off the table. Ask for a material, not an effect.
Quality mode likes higher resolution models. Roblox says quality mode tends to work better on higher resolution models. A low-poly block with a simple unwrap does not give the generator much to work from.
Prompt for the generator, not for a chatbot. The generator does not see Assistant's chat history or anything else in your game. Everything you want in the texture has to be inside the prompt you hand to it.
Workflow that works
Roblox's own recommendation is to prototype in Fast mode and finish in Quality, which is sensible advice and also the part people skip. The reason it holds up: each mode makes its own assumptions while improving your prompt, so the fine detail in a Quality result will likely differ from the Fast result you approved. If you swap a prompt from Fast to Quality without adjusting it, you get a different texture, not a sharper copy of the same one.
The prompt guidance is specific. Name materials, color, and condition, and name parts of the object when you want control over them. Roblox's own example is "A bright red hull, natural wood edging, and faded white paint on the interior." That works because every clause maps to something a texture can express. "A dramatic, cinematic, epic-looking boss arena" does not, because none of those words survive the trip into a color map.
For the best results, iterate in Fast, pick the prompt that lands closest, then run that prompt in Quality and adjust the wording. When the result is close but not finished, either re-prompt or export the maps into a texturing package and finish the detail work there.
What is on the way
Roblox lists four items for the coming weeks:
- Easy re-prompting that carries the same inputs from Fast into Quality.
- The ability to keep an object's original UVs so your unwrap survives a regeneration.
- Image preview persistence, so you can re-prompt Fast or Quality against the same image.
- Support for meshes with normal maps.
Studio 744 and the wider window
The texture generation beta is the headline Studio item for that stretch of the changelog, but it is not the only thing that landed. The weekly recap for October 12 to 18, 2026, also covers Package Overrides in Studio Beta, upgraded UIShadow capabilities, a simpler guided publishing flow with early tester access, in-experience makeup creation, and tools for fixing and organizing already published avatar items.
Package Overrides is the one that interacts with asset workflows directly. It lets you edit a package inside a place and keep those edits while still receiving updates from the source package. Studio records each change as an override and reapplies it after every update, and the source and the local edit compete on a per-property basis, with the local value winning. To use it in Team Create, everyone in the session needs the beta enabled, because edits made from a Studio without it are not tracked as overrides.
Studio 744 shipped on October 21, 2026, and its release notes are posted. Roblox also keeps a scrollable changelog of product announcements and updates in Creator Hub, which is the fastest way to check whether something you are relying on has actually shipped.
What this means for a smaller team
The honest read is that the interesting part is not the 4K output. It is that PBR materials are now something a small team can produce without a dedicated texture artist and without learning a separate baking pipeline.
For a solo developer or a two person team, Fast mode is the production workhorse and Quality mode is the finish pass. Generate the batch in Fast, drop the maps onto your meshes, and only spend the two minute per-texture budget on the props players actually stand close to. A crate in a background pile does not need a 4K roughness map. The crate in the tutorial spawn area might.
That is also the right time to think about texture budget. The texture documentation recommends roughly 256 pixels for a five stud prop, and a 4K set applied to every small object in a place adds up in memory, which one developer raised directly in the thread about this beta.
The other honest note is about moderation. AI generated assets are uploaded under your account, and at least one developer in the thread asked when a moderation preview would arrive, saying people have been banned for using AI generation because the assets are uploaded under their name. Roblox has not answered that question in the announcement, so treat generated textures as your own uploads for policy purposes until it does.
FAQ
How do I get to Quality mode in Studio?
Enable Texture Generation Quality mode in File, then Beta Features, then restart Studio. Select a mesh, open the Texture tool from the Model ribbon, or right-click and choose Generate then Texture, and pick Quality in the panel.
What is the difference between Fast and Quality mode?
Fast generates color-only textures at 1K resolution in about 30 seconds. Quality generates 4K PBR textures with color, roughness, and metalness maps in about 2 minutes.
Does Quality mode support transparent materials like glass?
No. Texture generation does not currently support alpha channels, so do not ask for transparent materials. They come back opaque.
Will Quality mode read my mesh normal map?
Not yet. Roblox lists normal map support as coming soon and states that details from normal maps are currently ignored.
Can I generate textures on a mesh with multiple parts?
Yes. Texture generation works on meshes with multiple parts, so hidden parts of an animated or scripted model are textured as well.
Does Quality mode change my UV layout?
Roblox has not said so. The ability to keep an object's original UVs is listed as a coming improvement, not as current behavior.
Is Quality mode free to use?
The announcement does not list a separate cost for Quality mode. Treat it as part of the texture generation feature inside Studio until Roblox says otherwise.
Sources
- Roblox Developer Forum: [Beta] Introducing Quality Mode for Texture Generation, October 16, 2026 (official announcement)
- Roblox Developer Forum: Weekly Recap, October 12 to 18, 2026 (Studio beta roundup)
- Roblox Developer Forum: Release Notes for 744, October 21, 2026
- Roblox Developer Forum: [Studio Beta] Package Overrides and Usability Improvements
- Roblox Creator Hub: Updates changelog (scrollable, updated in real time)
- Roblox Creator Docs: Thumbnails (texture budget and resolution guidance)