Roblox Model IDs

24,263 free Studio models with their asset IDs — insert any of them straight from the Toolbox.

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24,263 models

Noob NPC0:002,685 ♥Vertixer1337

What a Roblox model actually is

A model is a container. In Studio it shows up in the Explorer as a single item you can move, copy and save, but inside it can hold anything — parts, meshes, decals, sounds, lights, attachments and scripts. That is the whole point of the format: it lets a creator hand you a finished thing rather than a pile of bricks. Insert a model called “Working Elevator” and you get the platform, the doors, the buttons and the code that makes them talk to each other, all at once.

It is easy to mix up the four asset types Roblox creators trade, so here is the short version. A model is the assembly. A mesh is one 3D shape and nothing more — geometry that you attach to a MeshPart. A decal is a flat image stuck to a surface, which is why decal IDs are what people use for wall art and signs. A package looks like a model but stays linked to its source, so updating the package updates every copy in every place that uses it. Models are the one you want when you just need working furniture for your map.

Every model has an asset ID, and the ID is the reliable handle. Names get changed, duplicated and stuffed with keywords by people trying to get their upload noticed; the numeric ID is unique, permanent and the only thing Studio's search and the InsertModel() call actually care about. That is why the grid above puts the number next to every thumbnail with a copy button rather than making you dig it out of a URL.

Insert a model into Studio in four steps

1. Open the Toolbox in Studio

Launch Roblox Studio and open any place. If the Toolbox panel is not already on screen, go to the View tab on the ribbon and click Toolbox. It docks to the left by default. The Toolbox is the same catalogue as the Creator Store on the web, just embedded so you can drag straight into your workspace.

2. Paste the model ID into the search box

Copy an ID from the grid above, switch the Toolbox to the Models category, paste the number into the search field and press Enter. Searching by ID is exact — the model you asked for comes back first, instead of the guesswork you get from searching a name like "car" and scrolling through nine hundred cars.

3. Insert it, or use the Command Bar instead

Click the result once and it drops into Workspace at the camera position; drag it if you want to place it yourself. If you prefer typing, open View → Command Bar and run game.Workspace:InsertModel(1234567890) with your ID. The Command Bar route is handy when you are inserting a batch of IDs in a row.

4. Check the Explorer before you build on it

Expand the inserted model in the Explorer window and read every child. You want to know what parts you got, whether it is anchored, and — most importantly — whether anything inside it is a Script. A model that is meant to be scenery should contain no scripts at all. See the safety section below before you publish.

Free models and backdoor scripts

This is the one thing worth being careful about. A backdoor is a script hidden inside an otherwise normal free model that gives a stranger remote control of your published game — the ability to spawn things, delete your map, or hand themselves admin. It is not a rumour or a moral panic; it is a well-documented pattern that has been circulating in the Toolbox for years, precisely because a model can carry code and most people insert models without opening them.

The tell is almost always a script that has no business being there. A tree, a sofa or a fence does not need a Script, a LocalScript or a ModuleScript inside it. So: expand the model in Explorer after you insert it, and look at every child. If you find code you did not expect in a decoration, delete it. Nothing visual breaks, because the geometry and the code are separate.

Things that should make you suspicious when you read a script you found this way: a require() call pointing at an asset ID rather than a local module, long unreadable strings of escaped characters or base64, calls into HttpService from a prop, anything touching getfenv/loadstring, and objects with innocent names like “Sound” or “Camera” that turn out to be scripts. In Studio you can sweep an entire place for these at once with Ctrl+Shift+F, which searches the text of every script in the game rather than making you click through the tree.

Two habits make this a non-issue. First, insert free models into a scratch place, strip them there, then copy the clean version into your real project. Second, be sceptical of anything advertised as a “system” or an “admin script” — the models that most need to contain code are also the ones where malicious code is easiest to hide.

Making and uploading your own model

Building your own is straightforward, and it is the fix for the two problems free models cause: you know exactly what is inside, and nobody else's map looks identical to yours. Select the parts you want to group, press Ctrl+G to wrap them in a Model, and rename it to something you will recognise in the Explorer later. Set a PrimaryPart if you plan to move the whole thing from a script — without one, SetPrimaryPartCFrame has no anchor to work from.

To save it as an asset, right-click the model in Explorer and choose Save to Roblox. You give it a name, a description and a thumbnail angle, and it goes through the same moderation queue as any upload — usually quick, occasionally not, and the asset stays private until it clears. From then on it lives in your Toolbox under Inventory, with its own asset ID you can paste anywhere.

If you are going to reuse one object across several places, convert it to a package instead (right-click → Convert to Package). Packages keep a link back to the original, so publishing an update pushes it to every copy rather than leaving you to hunt down eleven slightly different versions of the same shop front. For a full walk-through of getting a place from empty baseplate to published, the how to make a game guide covers the surrounding steps.

Model questions

How do I use a model ID in Roblox Studio?

In Studio, open the Toolbox (View → Toolbox), paste the ID into the search box and press Enter — the exact model appears first. Or use the Command Bar: game.Workspace:InsertModel(id). Free models insert instantly.

Are free models safe?

Mostly, but always inspect what you insert: expand the model in Explorer and check for Scripts you did not expect. Malicious "backdoor" scripts hide in free models — deleting unknown scripts before publishing your game is standard practice.

Can I use free models in a game I publish?

Yes — models on the Creator Store are licensed for use in your experiences. Many popular games started with free models; the stigma is about effort, not rules.

What is the difference between a model and a mesh?

A mesh is one 3D shape and nothing else — a single MeshId pointing at geometry. A model is a container that can hold many parts, meshes, decals, sounds and scripts, saved and inserted as one unit. If you want a shape to sculpt with, take a mesh. If you want a working door, car or shop that already does something, take a model.

How do I find a model ID from a Creator Store link?

The ID is the number in the URL. create.roblox.com/store/asset/1234567890/Old-House means the asset ID is 1234567890, and that number is what the Toolbox search and InsertModel() both want. The words after the number are only there to make the link readable — they can change without breaking anything.

Why does a model insert with nothing visible?

Three usual causes. It inserted at the camera position and your camera is inside it, so press F with the model selected in Explorer to zoom to it. Or its parts have Transparency set to 1. Or the model is a container whose contents live in ServerStorage or ReplicatedStorage rather than Workspace — check the Explorer tree rather than the viewport.

Can I edit a free model and re-upload it as mine?

You can edit it freely inside your own place. Re-uploading a modified copy to the Creator Store under your name is a different matter — assets carry their original creator, and republishing someone else’s work as your own is what the DMCA and copyright report forms exist for. Editing to build your game: fine. Editing to resell: not fine.

Do model IDs ever stop working?

Yes. A creator can delete an asset, or Roblox moderation can take it down, and the ID then returns nothing when you insert it. Anything you have already inserted into a place stays in that place file, so the safest habit with a model you rely on is to insert it once and save your place, rather than re-fetching the ID every session.

Keep going

Building a map out of models usually means you need the other asset types too: mesh IDs for single shapes, decal IDs for images and signage, and music and sound IDs for anything you want to hear. If you have a bare number and are not sure what it points at, drop it into the ID lookup tool. Dressing the avatars rather than the map? The catalog browser and free items list are the ones you want, and the guides cover the rest of Studio.