Reference

Roblox pet model specs: size, poly count and Studio settings

Roblox pet model specs: size in studs, triangle and texture budgets, bones and fps, the Studio properties to set, and fixes for pets that fall or float.

Updated 7 min readBy the Proppo team

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Quick answer

A Roblox pet should be about 3 studs tall with 2,000 to 4,000 triangles, one material and one 512 px texture, well under the 20,000-triangle limit per mesh. Set a PrimaryPart and a bottom-center pivot, turn CanCollide, CanTouch and CanQuery off, use Box or Hull collisions and keep RenderFidelity on Automatic.

Key takeaways

  • A pet: about 3 studs tall, 2,000 to 4,000 triangles, one 512 px texture, one material.
  • Hard limits: 20,000 triangles per mesh, 4 bone influences per vertex, textures up to 4096 px.
  • Rigged pets: up to 24 bones and 2-second loops at 30 fps is plenty (Proppo's defaults).
  • Followers: CanCollide, CanTouch and CanQuery off, Box or Hull collisions, RenderFidelity Automatic, pivot at the bottom center.
  • Most bugs (falling through the floor, wrong size, floating) come from Anchored, the import unit or the pivot.

This is the reference sheet for a Roblox pet model: how big, how many triangles, what texture size, how many bones, and which Studio properties to set so it follows the player without bugs. Roblox publishes hard limits, not pet budgets, so we mark which numbers are official and which are our presets. The reasoning behind the budgets is in triangle and texture limits for mobile.

What size and poly count should a Roblox pet be?

Make a pet about 3 studs tall with 2,000 to 4,000 triangles and one 512 px texture. Roblox allows up to 20,000 triangles per mesh, but pet games show dozens of pets at once, so a light pet matters more than a detailed one.

  • Pet (mobile)

    Triangles
    2,000
    Texture
    512 px
    Height
    3 studs
    Bones
    Up to 24, or none
    Animation
    30 fps loops, or scripted bob
  • Pet

    Triangles
    4,000
    Texture
    512 px
    Height
    3 studs
    Bones
    Up to 24
    Animation
    Idle + move, 2 s at 30 fps
  • Egg

    Triangles
    1,500
    Texture
    512 px
    Height
    3.5 studs
    Bones
    None, or root + body
    Animation
    Scripted wobble or a bounce loop
  • Item

    Triangles
    3,000
    Texture
    512 px
    Height
    2 studs
    Bones
    None
    Animation
    None
  • Prop

    Triangles
    6,000
    Texture
    1024 px
    Height
    4 studs
    Bones
    None
    Animation
    None
  • Character

    Triangles
    10,000
    Texture
    1024 px
    Height
    5 studs
    Bones
    R15 or custom rig
    Animation
    30 fps

Proppo's presets and rig defaults: our budgets for phones, not Roblox rules. Huge variants reuse the pet's mesh and are scaled in game.

For scale: a default Roblox avatar is about 5 studs tall, so a 3-stud pet comes up to roughly the player's waist or chest. Roblox's own texture specifications suggest 256 px for objects of about 5 × 5 studs, 512 px for 10 × 10 and 1024 px for 20 × 20. We go one step above that for pets (512 px), because they get close-ups in inventories and hatch animations. Eggs get the smallest budget (1,500 triangles): they are simple shapes and spawn in large numbers. Glossary: stud, triangle budget, texture atlas.

Zombie Piranha wireframe as generated
Generated: 7,999 triangles
Zombie Piranha wireframe at the pet preset
Pet preset: 3,939 triangles

What are Roblox's hard limits for pet meshes?

20,000 triangles per mesh, one material per MeshPart, 4 bone influences per vertex, and textures up to 4096 px. Rigs also have a combined triangle cap across their meshes.

Parts of Roblox's texture page still mention 1024 px for texture maps; 4096 px rendering arrived in 2026.

Which properties should a pet model have in Studio?

Set a PrimaryPart, put the pivot at the bottom center, turn CanCollide, CanTouch and CanQuery off, use Box or Hull collisions and keep RenderFidelity on Automatic. Anchor it if your script moves it by CFrame.

  • PrimaryPart

    Set to
    The pet's main body part
    Why
    Per the Model reference, it is the physical reference for the model's pivot; follow scripts move the pet through it.
  • Pivot

    Set to
    Bottom center
    Why
    The pet sits on the ground when placed, and Model:ScaleTo scales around it, so huge pets stay grounded.
  • Anchored

    Set to
    On if moved by CFrame or PivotTo
    Why
    Anchored parts ignore physics but can still be moved by setting CFrame. Use Off only with physics constraints such as AlignPosition.
  • CanCollide

    Set to
    Off
    Why
    Followers should never push the player or block doors.
  • CanTouch

    Set to
    Off (unless it detects hits)
    Why
    Touched events don't fire, which saves work for every pet.
  • CanQuery

    Set to
    Off
    Why
    Raycasts ignore the pet. Only takes effect when CanCollide is off.
  • Massless

    Set to
    On, if welded to the character
    Why
    The pet won't weigh the player down. Has no effect on the assembly's root part.
  • CollisionFidelity

    Set to
    Box or Hull
    Why
    Cheapest hitboxes. Precise decomposition is for things players stand on.
  • RenderFidelity

    Set to
    Automatic
    Why
    Full detail under 250 studs, lower detail further away. Precise only for showcase pets.
  • ModelStreamingMode

    Set to
    Atomic
    Why
    The pet streams in as one piece, so scripts never see half a pet.
  • Material and texture

    Set to
    One SurfaceAppearance
    Why
    One material and one texture atlas per MeshPart.

From the Roblox reference pages for BasePart, Model, CollisionFidelity, RenderFidelity and ModelStreamingMode.

For a rigged pet, anchor only the PrimaryPart and let the bones animate. Glossary: PrimaryPart, pivot, CollisionFidelity, RenderFidelity, network ownership.

Why does my pet fall through the floor, look blocky or come in at the wrong size?

Falling is almost always an unanchored pet with collisions off; blocky looks come from distance detail, over-reduction or a low texture on weak devices; a wrong size comes from the import unit. Fixes for each:

The pet falls through the floor

It is unanchored, CanCollide is off and nothing holds it up, so gravity wins. Either anchor it and move it with PivotTo or CFrame, or keep it unanchored and hold it with AlignPosition and AlignOrientation (with the owning player as network owner). If you weld it to the character instead, make every pet part Massless.

It looks blocky or low-poly in game

Check three things. RenderFidelity: Performance or a camera further than 250 studs lowers the detail. Over-reduction: decimating below the budget eats the silhouette first, so spend triangles on wings, ears and tails. Textures: Roblox loads lower-quality textures on devices with little memory, so a texture that only looks good at full size will blur on phones.

It comes in huge or tiny

The file's units don't match. Model in studs (1 unit = 1 stud) and import with Scale Unit set to Studs. For a quick fix on a static pet, use Model:ScaleTo; for rigged pets, fix the size at the source so the rig and animations match.

It floats or sinks into the ground

The pivot is not at the bottom center. Move the origin in your 3D tool and re-export with Use Imported Pivot on, or edit the pivot in Studio. If your follow script adds a hover height, multiply it by pet:GetScale() for huge pets.

It pushes or flings the player

CanCollide is on, or a heavy welded pet adds mass to the character. Turn CanCollide off and set Massless on the pet's parts.

It stutters while following

A server moving pets by CFrame can look choppy on clients. Common fixes: move the pets on each client (the server only decides which pets are out), or use constraints with the owning player as network owner.

It is grey or untextured

The texture didn't come through the import. Add a SurfaceAppearance to the MeshPart and set its ColorMap. The Studio import guide covers this and other import errors.

What should you check before shipping a pet?

Run through this list for every pet in an egg:

  1. 2,000 to 4,000 triangles; nothing near 20,000.
  2. One mesh, one material, one 512 px texture atlas.
  3. About 3 studs tall, pivot at the bottom center, PrimaryPart set.
  4. If rigged: at most 4 influences per vertex, root bone unweighted at the origin, up to about 24 bones.
  5. CanCollide, CanTouch and CanQuery off; Box or Hull collisions; RenderFidelity Automatic.
  6. Anchored if moved by CFrame; Massless if welded to the character.
  7. Tested with a full server of pets out, on a phone.

Roblox's performance guide is worth a read before launch. For the design side, see how to design pets for a Roblox game; for rigs and clips, how to animate a Roblox pet.

Frequently asked questions

What size should a Roblox pet be?
About 3 studs tall is a good default (a default avatar is about 5 studs). That is Proppo's pet preset; huge variants are scaled up in game with Model:ScaleTo.
How many polygons should a Roblox pet have?
Aim for 2,000 to 4,000 triangles per pet and about 1,500 per egg. Roblox's hard limit is 20,000 triangles per mesh, but pet games show many pets at once.
Should a Roblox pet be anchored?
Anchor it if your follow script moves it with CFrame or PivotTo, which is the common approach. Leave it unanchored only if you move it with physics constraints such as AlignPosition, and then set the owning player as network owner.
Why does my pet fall through the floor in Roblox?
It is unanchored with CanCollide off and nothing holding it, so gravity pulls it down. Anchor it and move it by CFrame, hold it with AlignPosition and AlignOrientation, or weld it to the character with Massless parts.
What CollisionFidelity should a pet use?
Box or Hull. They are the cheapest hitboxes, and a follower with CanCollide off doesn't need precise collisions. Keep PreciseConvexDecomposition for meshes players stand on.
How many bones should a pet rig have?
Roblox has no published bone cap for meshes, only 4 influences per vertex. Proppo's auto-rig uses up to 24 bones by default, which covers a spine, legs, tail and wings.

Pets that match the spec out of the box

Proppo exports every pet at its triangle and texture budget, in studs, with a bottom-center pivot, ready for Roblox Studio.

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