Roblox Shirt Template

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ORIGINAL PHASE COMPARISON · OCTOBER 31, 2026

Roblox Shirt Template Background Robustness: A 64-Pixel Check

Check the weakest background placement, not just one attractive preview. In our Roblox shirt template test at 64 pixels, a one-pixel red source line had zero qualifying pixels in 8 of 64 white/charcoal checker placements, while the two-pixel source line retained at least 70 in every placement. These are RGB measurements of saved files, not a test of human visibility.

Open the shirt editorCompare all six cases ↓

The pixel cutoff below is an analysis setting; Roblox does not require it.

A background-robustness comparison

We revisited 384 previews from two actual 585 × 559 Shirt PNG exports made with this site's editor. Their source graphics were 150 × 150 transparent images with red diagonal strokes of one and two pixels. Each exported FRONT square was cropped at x=128, y=191, width=128, height=128, then smoothly drawn at 64 × 64 pixels over three backgrounds. For the two checker backgrounds, we tested every one of 64 four-pixel tile offsets. The solid-white control repeats the same condition 64 times.

For each preview pixel, we calculated Euclidean RGB distance from its matching blank background and counted values ≥128. The table newly sorts each condition's 64 counts. “Low-end” is the seventh smallest count, approximately a tenth-percentile observation; “middle” is the 32nd. The final column counts placements with fewer than ten qualifying pixels. Ten is an illustrative screening level chosen for this comparison, not a visibility rule.

Source / background colorsWorstLow-endMiddleBestUnder 10
1 px · #ffffff / #202b360021428/64
1 px · #f2e8d5 / #586575001364/64
1 px · #ffffff / #ffffff424242420/64
2 px · #ffffff / #202b367071871120/64
2 px · #f2e8d5 / #5865756262831040/64
2 px · #ffffff / #ffffff1241241241240/64

The one-pixel white/charcoal condition spans 0 to 42: one favorable phase alone could hide the eight zero-count placements. Cream/slate is more severe under this exact RGB cutoff: all 64 one-pixel placements stay below ten and its best reaches only three. The two-pixel versions have worst cases of 70 and 62 respectively. Widening the source stroke therefore improved the worst observed count in both patterned conditions in this controlled pair of exports.

One useful calculation is the margin above the illustrative ten-pixel screen: the two-pixel white/charcoal worst case is 70 − 10 = 60; cream/slate is 62 − 10 = 52. The one-pixel worst case is 0 − 10 = −10 for both. This margin compares these files under one cutoff; it does not predict recognition on an avatar.

How to check your own design

  1. Save the actual Shirt PNG from the editor. Keep this file for every comparison.
  2. Crop the 128 × 128 FRONT square. Roblox's Creator Hub confirms that FRONT and BACK are 128 × 128 panels.
  3. Choose a preview size and scaler; hold both fixed. Try a plain background and every distinct placement of the pattern you expect to use.
  4. Record your contrast method, cutoff, lowest count, a low-end count, and the share of placements below your chosen screening level. A single screenshot cannot describe placement sensitivity.
  5. Revise a weak detail, export again, and repeat exactly the same checks. Use Roblox Studio's Block Avatar test for the final garment appearance, as the Creator Hub advises.

Limits and sources

These are new calculations from retained first-party pixel readings, with full sorted outputs in the project audit record. The 64 offsets are deterministic placements, not a random user sample, so their fractions are coverage of tested phases rather than population probabilities. Browser scaling, the red diagonal, chosen colors, and the RGB cutoff all affect counts. We did not run a blinded human-recognition test or a Studio rendering test.