Any workaround for precise meshes losing preciseness?

I understand that the title isn’t super clear, so let me try to clarify:
Is there a workaround for meshes made up of multiple meshes losing preciseness in terms of location in 3d space?

Let me explain: I made a mesh for a fancy looking table. It’s made up of multiple meshes, each being meant for different colors / materials in game.

When I import it, everything works fine. Here’s how I want it to look like:
table

However, since roblox only supports so many decimal places with positions, reopening studio causes the tables to look like this:

(If you look closely, there are cracks in between some faces. letting you see through the table.)

I’ve thought of adding a smaller, single mesh of the table inside of the table and making it pitch black but I don’t really want there to be black seams randomly on my table. I could, in theory, make it full instead of hollow, however that would absolutely explode the poly count on top of making these builds take much longer than they really should. I could also expand the materials and put them underneath the table, but I don’t really like the idea of a table looking like a stack of paper.

Has anyone found a workaround for this?

Edit: You could also have a single, solid mesh for the table and add the special material mesh on top of them, however that would most likely still lead to the exact same problem, with varying levels of height, except this time without being able to see through the cracks.

Edit2: I’ve done the thing I’ve mentioned above and it led to a different kind of loss of preciseness:


It’s actually tilting the polygon now. I’ve had to move it up to see because it phased through the table. I guess that wasn’t the solution either.

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I have found a solution!

Step 1: Make sure the object in question (A table, in my case) has a very basic shape with no details.

Step 2: Add flat faces for detail and make sure it’s very slightly on top of of whatever face you’re detailing. This is to avoid overlapping faces.

Step 3: Take the edges of those faces and extrude them downwards into the initial shape. Make sure the normals aren’t reversed as you’re doing so.

Voilà, your faces have now been “solidified” enough for roblox to properly save it. This does lead to a slight increase in polygons, though (the table used to be 420 tris and it is now 694 tris), HOWEVER please note that that is the total of multiple meshes, not a single one. If I recall correctly, the limit is 10k tris, however you can just upload a mesh with 20k tris and have it be split in half to bypass this limit.

Final result (after restarting roblox studio)

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