Blender removing internal faces?

More of a question for Blender tbh -
But say I were to design something in Studio and export it into Blender - Would I be able to remove the internal faces so that it’s one solid model as opposed to being hollowed out in the centre?

1 Like

The model only looks hollowed-out because Blender automatically displays both sides of the face—if you import the model into Roblox Studio (provided the normals are facing outward and not inward) the faces will only display on the outside, and won’t show on the inside if you clip the camera into it. It just comes down to the differences between how the two software choose to display faces, and Blender shows both sides because of its focus on modeling while Roblox studio remains faithful to the normals due to its focus on real-time game rendering

1 Like

So if I made something that’s hollowed out; imported it to Blender then exported it back to Studio - It’ll only allow the outward faces?

1 Like

No, because while technically those faces that you imported into blender are on the “inside”, there is still a difference between the interior faces and the inside faces -

A regular cube like your first example has only 6 faces, with the blue lines indicating the “out” direction and the red lines indicating the “in” direction -
1

If you then:

it would look something like this -

2

While the hollowed area denoted by gray is technically inside the other faces, it has now produced a new set of faces that also face in their own directions. What was considered the outside of the first cube is now considered the inside of the second because the side of the face that would be touching air has been reversed.

Blender and Roblox Studio both respect interior geometry, but those faces only point in one direction. Since you would have added more faces inside of the existing cube, they don’t just disappear—they still have to face in their own directions

1 Like

So -
Say I were to create a Model; I.E. A 1960s Police box and export this to Blender - As I only need the outward facces, would I then have to go through Blender and individually remove each inward face?

1 Like

Unfortunately yes, assuming it’s one that players can’t enter, acting more as a prop than a functional build. Although it likely wouldn’t be that many faces to warrant going through that whole process for the sake of optimization, it could help a lot if it’s a common model that appears frequently on a map.

1 Like

It’s more to do with visualisation.
As shown in Doctor Who when the Police box fades, its seamless and one of the only ways I can replicate an effect similar to this is through the use of MeshParts

1 Like

That’s definitely a good use case for that, and could pay off even more if you choose to animate it since you’d only be modifying a single meshpart instead of the 30-50 parts that would have made up the model otherwise

1 Like

Am I able to animate transparency etc in Blender and transfer that to ROBLOX? Bc that’d be better help than tweening!

1 Like

Not through the model itself, unfortunately, so tweening in studio is still your best option