The Short Answer
You don't actually make clothes inside Roblox. You make them in Photoshop, GIMP, or Krita, upload a thumbnail, and Roblox generates the texture for you. The platform has a built-in clothing creator tool that only works if you follow their exact template dimensions. Most people get stuck on the template file itself. Here is what I learned after breaking about a dozen shirts before anything looked right. The official method is documented on Roblox's wiki, but the wiki skips over the parts that actually matter in practice. I will walk through it without the fluff.
Getting the Template
How Do You Make Your Own Clothes On Roblox
Download the template from Roblox's developer portal. The men's shirt template is 512 by 512 pixels. The women's version is the same size but the UV layout is different, which means a design that looks fine on one gender model will look stretched or mirrored on the other. I made that mistake on my first attempt and spent twenty minutes trying to figure out why my chest graphic was split in half vertically. The template comes as a PNG with gray guide lines. Those lines are your seams. If you put important artwork across a seam line without compensating for the wrap, it will look broken when someone wears the shirt in-game. The trick is to design within each panel separately, treating the template like a net that gets folded around a cylinder. Roblox also provides template files for pants, head decals, and the older t-shirt format. The t-shirt is simpler because it has no sleeves, but it is also more restrictive. If you want long sleeves or a complex design, go with the shirt template.
Designing the Texture
Open the template in whatever image editor you use. I prefer GIMP because it is free and handles layer groups without costing money, but Photoshop works fine if you already have it. Krita is another solid option, though the layer management is slower with large files. Keep your canvas at exactly 512 by 512 pixels. If you resize it to anything else, Roblox will either reject the upload or stretch the texture in ways you did not intend. I once uploaded at 1024 by 1024 because I wanted higher resolution, and the result looked muddy and misaligned on the avatar. The platform downsamples it automatically, and the downsample algorithm is not great. Design flat, not wrapped. This is the part everyone misses. Look at the template laid out on a 2D screen, not how it will appear on a 3D model. The front panel, back panel, and sleeve panels are separate rectangles. Paint each one independently. When you are happy with how it looks flat, the in-game preview should roughly match.
Get the Full Details

Use solid colors and clean edges when possible. Complex gradients and anti-aliased textures tend to bleed into adjacent panels during the upload process. I learned this the hard way when I tried to do a smooth sunset gradient across the back panel and it bled purple into the sleeve area. Switched to hard-stop color blocks and the problem disappeared instantly.
Uploading and Publishing
Save your finished design as a PNG. Then go to the Roblox Creator Dashboard, navigate to the Monkeys clothing section, and upload the file. You will see a thumbnail preview. If the preview looks completely wrong, do not publish it. Take it back to your editor and check the seam alignment again. The upload process usually takes between 30 seconds and 2 minutes depending on your internet connection. After it finishes, you can equip the item from your inventory and test it on your avatar. If something looks off, you can delete the asset and re-upload. There is no strict limit on how many times you can redo this, but each upload does require you to republish the asset if you want it live in the catalog. Asset IDs are permanent once created. If you delete a shirt and create a new one, it gets a new ID. The old ID stays dead. I wasted about an hour trying to reference an asset ID from a deleted shirt before realizing the new shirt had its own number. Check your catalog page to confirm the current ID before sharing it anywhere.
Common Problems and Workarounds
One issue I ran into repeatedly is the preview being misleading. The in-game preview sometimes shows colors slightly differently than your editor, especially with dark blues and blacks. Roblox uses a slightly different color profile during rendering. If you need the shirt to match a specific brand color or logo, export a small test swatch and compare it in-game before finalizing the whole design. Another problem is the seam lines showing up as thin cracks between panels when the texture is loaded. This usually happens when there are anti-aliased pixels right on the edge of a panel boundary. The fix is simple: add a 1-pixel solid-color border along each seam line in your editor. It takes about 10 extra seconds and prevents the gap rendering artifact entirely. Publishing requires a Premium membership or a small Robux fee. Uploading the asset itself is free, but making it available in the catalog costs either Premium subscription time or a one-time fee. I was surprised by this because I thought the tool was completely open. If you are just making clothes for yourself and friends, you can skip the catalog publish and use the asset directly in your inventory.

What the Tool Cannot Do
You cannot import custom 3D models as clothing. The template system is the only method Roblox supports for shirts, pants, and similar items. If you want something outside the standard UV layout, you are out of luck with the built-in creator. Some developers work around this by using the decal system on specific body parts, but that is fragile and breaks when Roblox updates their mesh files. The template system also does not support transparency in a reliable way. Transparent pixels often render as black or white depending on the avatar's lighting settings. If you need sheer fabric effects, you are better off using a combination of layered accessories rather than fighting the transparency pipeline. I recommend keeping your designs simple and testing each one in-game before considering it finished. The cycle from editor to in-game check usually takes about 5 minutes total, and catching mistakes early saves more time than perfecting a design that will never be seen correctly.