Making Custom Hair for Roblox Avatars

Custom hair in Roblox is mostly done one of three ways: using built-in catalog assets, creating mesh hair in Blender, or buying a premade file from a creator. The method you pick depends on whether you want something unique or just something that won't take all day. If you're just looking for hair to equip on your avatar right now, the fastest route is the Roblox Catalog. Search for "hair" and filter by price. Anything free works immediately. Paid items vary in quality—some are solid, some are absolute Jank that clips through your head. The Roblox Studio plugin called "Hair Creator" by Kegel is another option that generates basic hairstyles directly in Studio without leaving the editor. It's not impressive, but it gets you something passable in under ten minutes.

How To Make Hair In Roblox Using Blender

The real route, the one that actually gives you results you can be proud of, involves Blender. Here's the workflow. Create your mesh in Blender. Build the hair shape using a plane with subdivision, or use a dedicated hair plugin if you're experienced. When your model looks right, import the Roblox rig or work with a default humanoid placeholder. Position your hair mesh on top of the head, adjust the scale, and make sure nothing penetrates the skull. Export as an .fbx file with apply transforms checked and the correct forward/up axis settings—forward is minus Z, up is Y for Roblox. Once your .fbx is ready, open Roblox Studio. Go to Insert > Model and import your file. From there, convert the mesh into a MeshPart by right-clicking the model and selecting "Convert to MeshPart." Set the Material to SmoothPlastic or ForceField depending on the look you're going for. SmoothPlastic is standard for most hair. You'll also want to set CastShadows to true if you want the hair to actually render shadows on the face, though this costs a bit more on performance.

Now comes the part nobody warns you about: collision and clipping. If your hair sits too close to the head, it will flicker in first person. Add a small gap—about 0.2 to 0.5 studs between the inner mesh surface and where the head mesh sits. Also, parent the hair to the Head part of the rig, not the Torso. A lot of beginners put it under Torso and wonder why it doesn't follow the head animation correctly. It just hangs there while the character turns around like something is wrong with it. When you're happy with the placement, group the hair mesh into a Model and publish it through Roblox Studio's upload dialog. This gives you a GamePass or Asset ID you can use in any place. The upload itself is free if you're just publishing a model asset. There's no catalog listing fee unless you're selling it through a GamePass or Developer Product.

Get the Full Details

HOW TO MAKE YOUR OWN HAIR IN ROBLOX (2023) - YouTube
HOW TO MAKE YOUR OWN HAIR IN ROBLOX (2023) - YouTube

Common Problems and Workarounds

I once spent two hours debugging why my custom hair looked completely invisible on mobile devices. The mesh was fine on PC. It turned out the mesh had double-sided rendering disabled and the normals were flipped on one half of the hair geometry. Mobile renders culling differently than the PC client, so one side was just facing inward and disappearing. The fix was entering Edit Mode in Blender, selecting all faces, and hitting Mesh > Normals > Recalculate Outside. Resaved the fbx, reuploaded, and it worked everywhere. Another issue that comes up constantly: LOD (Level of Detail) problems. If your hair mesh has thousands of polygons, it'll look great up close but tank frame rates at distance. Roblox automatically generates LODs, but they're usually garbage. Export a lower-poly version of your hair separately and create an LOD system in Studio where different detail levels swap based on camera distance. This is extra work but matters if you're making hair for a game with a lot of characters on screen at once. A few things to keep in mind:

Keep hair mesh complexity reasonable. A good target is 5,000 to 15,000 tris for a full head of hair. Anything above 20k is overkill unless you're going for extreme cinematic detail, and even then, it's probably not worth the performance hit. The average Roblox player is on a phone or a cheap laptop. They don't care about your topology. Use welded constraints or ManualWeld to attach hair to the head properly if you're building it inside a game rather than as a standalone accessory. If you just stick the mesh under Head and leave it unconstrained, it'll separate from the character during animations. That looks terrible and takes three seconds to fix with a WeldConstraint. If you want to sell your hair creation, consider making it an accessory asset type rather than a regular model. Accessories support attachment points and can be equipped directly on avatars through the avatar editor. That's a bigger lift technically but opens up a whole different monetization path.