3D Modelling issue with Mesh Splitting Check

My issue is that when I try to bulk import this, the inside of the second to last top bit is poking towards the beaver,


here is what it looks like in blender

i also think its something to do with this:
image
what i think is going on is that the mesh splitting check isn’t working because it stayed white and then ended up not responding, i’ve also looked at the vertices and normals in blender and they are fine as they are so this is my only lead to my issue, all help is welcome

apologies if this is in the wrong catagory, all i could find

edit: don’t ask about the colours they are to make sure you can notice the issue

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Hello! So I think I have a solution for you. Firstly, check out ‘backface culling’, it’s a great way to see if faces are flipped. You can do that by going into this menu:


Secondly, if that doesn’t come up with anything, check what type of file you’re exporting it as. I suggest FBX file type, as it’s the most stable I’ve found. If none of those work, check how you’re importing. I usually import through the game tab in studio.

I hope this helps you out, if not I can provide some more solutions!

nothing really happens when i enable it, and i export it as a .obj file so i can bulk import it, if i use a fbx file i won’t be able to separately colour and materialise it. can you tell me more about the backface culling and how it works and also provide more solutions,