Adding images to a cape requires uploading the image file to Roblox, getting its asset ID, and then applying that ID to your cape part in Studio

To add an image to a cape in Roblox Studio, you upload the image through the Roblox website, copy the resulting asset ID, and paste that ID into the Texture property of your cape part. The process takes about five minutes once you have your image file ready. Your image must be a PNG or JPG file, and Roblox will reject files larger than 28 MB, though most cape images are much smaller.

The cape itself is usually a single part or a mesh that you've already placed in your game. If you don't have a cape yet, you'll need to create or import one before you can texture it. Once the cape part exists in your workspace, you can apply the image to it using the steps below.

Key Takeaways

  • You must upload your image to Roblox through the website first — you cannot drag an image file directly into Studio.
  • After uploading, Roblox gives you an asset ID that looks like "rbxasset://123456789" — this is what you paste into the Texture property.
  • The Texture property is found in the Properties panel on the right side of Studio, under the Material section for your cape part.
  • Your image file must be PNG or JPG format and smaller than 28 MB; most cape textures are under 1 MB.

Upload your image to Roblox and get the asset ID

Go to the Roblox website and log in to your account. Click your username in the top right corner, then select Creator Dashboard. On the left sidebar, click Creations, then Decals. Click the blue Upload Decal button.

Choose your image file from your computer. Roblox will upload it and show you a preview. Once the upload finishes, you'll see a long number in the URL bar or on the page itself — this is your asset ID. Copy the entire number (for example, 12345678901). You'll use this number in Studio to apply the image to your cape.

If the upload fails, check that your file is PNG or JPG format. Right-click the file on your computer, select Properties (Windows) or Get Info (Mac), and look at the file type. If it says something else like BMP or GIF, you'll need to convert it first using free tools like Paint or Preview.

Open your cape part in Studio and find the Texture property

In Roblox Studio, click on the cape part in your workspace to select it. The part should highlight in blue. On the right side of the screen, you'll see the Properties panel. If you don't see it, go to the View menu at the top and click Properties.

Scroll down in the Properties panel until you find the section labeled Appearance or Material. Inside that section, look for a property called Texture or TextureID. This is where you'll paste your asset ID. If your cape is a mesh object instead of a regular part, the Texture property may be in a slightly different location — look for it under the mesh's properties instead.

Paste the asset ID into the Texture field

Click inside the Texture field. Delete anything that's already there. Type or paste your asset ID. If your asset ID is just a number like 12345678901, type it as rbxasset://12345678901. If Roblox already gave you the full ID with "rbxasset://" at the start, paste it exactly as it appears.

Press Enter. Studio will load the image onto your cape part. If the image doesn't appear right away, wait a few seconds — Studio sometimes takes a moment to download and display the texture. If nothing shows up after 10 seconds, double-check that you copied the asset ID correctly and that the image uploaded successfully on the Roblox website.

Adjust the image size and position if needed

Once the image is on your cape, it may be stretched, tiled, or positioned in a way you don't want. To fix this, you can adjust the TextureSize property (if your cape part has one) or use a SurfaceGui for more control over how the image appears.

For a simple cape part, the image will stretch to fit the part's surface. If you want the image to tile (repeat) instead, look for a property called TextureMode and change it from Stretch to Wrap. If you need precise control over the image's position and size, consider using a SurfaceGui instead — this is a more advanced method that lets you place a frame with an ImageLabel on top of your cape part.

Troubleshooting: Image won't appear or looks wrong

If your image doesn't show up on the cape, first check that the asset ID is correct. Go back to the Roblox website, find your decal in the Creator Dashboard, and copy the ID again. Paste it into the Texture field exactly as it appears, including the "rbxasset://" part if it's there.

If the image appears but looks stretched or distorted, this is normal for a simple part. The image will stretch to fit whatever shape your cape part is. If your cape is a mesh, make sure the mesh itself is UV-mapped correctly — this is a 3D modeling step that happens before you bring the mesh into Studio. If you created the mesh yourself, you may need to adjust the UV mapping in your 3D software (like Blender) before importing it.

If Studio shows an error message about the asset ID, the ID may be wrong or the image may not have uploaded successfully. Try uploading the image again through the Creator Dashboard and use the new asset ID.

Using a SurfaceGui for more control

If you want precise control over how your image appears on the cape, you can use a SurfaceGui instead of the Texture property. A SurfaceGui is a special object that lets you place UI elements (like images) on the surface of a part.

To create one, right-click your cape part in the Explorer panel on the left, select Insert Object, and choose SurfaceGui. Right-click the SurfaceGui, select Insert Object again, and choose ImageLabel. Click on the ImageLabel and find the Image property in the Properties panel. Paste your asset ID there (with the "rbxasset://" prefix). You can now resize and reposition the ImageLabel to control exactly where the image appears on your cape.

Frequently Asked Questions

Can I use an image I found online for my cape?

You can upload any image file you have, but make sure you have the right to use it. If the image is copyrighted and you don't own it, using it in a game you publish could get your game removed. Safe options include images you created yourself, images from free stock sites, or images you have permission to use.

What size should my cape image be?

Roblox accepts images up to 28 MB, but cape textures are usually much smaller — between 256x256 and 1024x1024 pixels works well. Larger images take longer to load in games but look sharper. Smaller images load faster but may look blurry. Start with 512x512 pixels and adjust based on how it looks in your game.

Why is my image stretched or distorted on the cape?

This happens when you apply a texture directly to a part using the Texture property. The image stretches to fit the part's shape. If you want the image to appear without stretching, use a SurfaceGui with an ImageLabel instead — this gives you pixel-perfect control over size and position.

Can I animate the cape image?

The Texture property doesn't support animation, but you can create the effect by swapping between different asset IDs using a script. This is an advanced technique that requires writing Lua code. For most capes, a single static image is sufficient.

Do I need to republish my game for the cape image to show up?

No. Once you paste the asset ID into the Texture property in Studio, the image will appear when you test your game in Studio. When you publish your game, the image will appear to other players as well.