Hi, today I come back to the Forum with a problem: I’ve just finished creating a wolf model on Blender, but when I try to put it in the Game it’s not correctly rendered. Here are the photos that explain my problem:
As you can see, in Blender all is fine, but in Studio it doesn’t get rendered as it should. These are the settings for exporting with OBJ files:
I imported the model simply by going to the explorer window and you can choose my file, so as you would, then I imported them with their location. So, what am I doing wrong? And i searched, i don’t know if this topic was already asked, but i don’t have found aa solution in the forum and the troubleshooting on the dev not really helped me.
Backface culling basically makes faces one-sided - ROBLOX does this for efficiency reasons. In Blender, by default, faces are double-sided, and you can see them from both sides. However, ROBLOX doesn’t do this. Since faces are one-sided in ROBLOX, but double-sided in Blender, you might have a case like this where you can see the face in Blender, but not ROBLOX, because it is not facing the camera.
Check that “Backface Culling” checkbox. See if those faces disappear in Blender - if they do, let me know, and I’ll show you how to flip faces so they display correctly.
It may look fine in blender but in studio they will look invisible.
And yeah Shift+N flips the normals which is the same as what you’re doing it’s just the shortcut.
Did you not see the part where I flipped the inward-facing surfaces, so they would not be invisible from the outside?
What you are talking about is backface culling - the whole focus of my posts here. I suggest you take another look at my posts.
What you want is the faces to be invisible from the inside - but visible from the outside. That is why you put your camera inside the object, to look for any faces you can see and flip them. That way they will not be invisible in Roblox.
If you look in my screenshot, there is no Shift+N. Only Alt+N to bring up the Normals menu. Not everybody has the same shortcuts… but everybody has the same menus*, so that is what I use.
Shift+N recalculates the normals it’s basically what you do but without manually selecting the planes.
The shortcut is infact universal btw unless you manually changed it.
Not every shortcut is in the menu, i urge you to try using shift N on a mesh with a few inverted normals.
For such a small problem it would be way more time consuming to do it manually when you can just press 2 keys and it fixes the whole thing.
If you can’t find it just use the shift+n thing idc. You’re right it’s way faster and better than everything, and I should just mute the thread and move on.
I realize this is late but I just had this problem and found a potential solution. I used the triangulate modifier and it fixed it. This could depend on the mesh, not sure.
This might be due to reducing the poly count and vertices count too much. Sometimes when you export a model from Blender into roblox it will cause the model to break if the poly-count is too low. I also recommend that you use a Plugin called Cats. This Plugin was originally meant for Vrchat but you can still use it with roblox. Cats-Plugin has a lot of great features useful for model rendering. In addition to that it can help you reduce and expand the poly-count and vertices count on your model. Anyways I hope this helped🙂
Cats is a Blender plugin sorry if I left that part out🙂