What solutions have you tried so far?
I’ve tried, lowering the poly count, tried importing with different settings, different file types (obj & fbx)
Any and all advice is appreciated, I’m at a loss of what to do. Is this a bug?
The files I’m referring to are: ManHoleMesh.fbx (1.5 MB) ManHoleMesh.obj (2.5 MB)
EDIT: I’m using the Avatar Evolution build - 60K limit
As you may know, when you import a mesh it can have, at max, 10,000 triangles. I don’t think I have a fix for it, but the problem could be that roblox is somehow allowing you to import a mesh with over 10,000 triangles. However, when it does get imported, roblox notices that it has over 10,000 triangles, causing your mesh to… well. mess up. (Or Mesh up ahaha)
This warning showed up when trying to import your mesh.
I see, I had this problem before, but, I approached it quite differently. It may be because there is less space between, so roblox studio isn’t as “detailed” as blender or any software you used to make the mesh. I had my low poly hill, which turned off less “detailed” then in blender.
He said quite some time ago.
Basically what Coeptus said. In Blender you can select your mesh, then select the option ‘recalculate outside’ which I think you can find under mesh > normals > recalculate outside.
I would also like to point out that your tri count is really high. You should be able to half it without any noticable difference. You can use a decimater modifier for that. - Credits to @Zomebody
FIXED, thank you @KarzyKhaos@c0nzx@VegetationBush@TheGh0stRunner@GrenadeNade for all your help and advice. It appears the only fix was to reduce the poly count signifantly despite it being well under the limit for the avatar evolution build:
Should i report this as a bug with Avatar Evolution build or can I ping a roblox staff member here,
if so who? All advice appreciated.
I have tried this with 3 different meshes, all at different sizes. Avatar Evolution supports up to 60K and all of these needed to be under 10K to work.