Broken mesh like missing some vertices

GUYS i really need help, i dont know why but some my meshes are broken like this one, they looks like they are missing some vertices From the 3d model and i need to fix this bug, PLEASE :pray::pray:I didn’t have this problem before

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make sure that the mesh face normals are facing outside

how ? i make sure that the mesh face normals are facing outside?

from here ?

yes but make them face outside

i need to put the cheekmark?
image
so?

click on overlays and then Face Orientation check that all your mesh is blue if its red then you need to recalculate it

you can predd Alt + N to inverse wrong faces

or shift + n to calculate the whole mesh outside but make sure to enable face orientation you need to flip any red faces

any red face willnot be seen in game

Select your mesh and have this checked if it isn’t already, this may fix your mesh because it fixed mine
image

Thank you i will see if it works

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I tried but it doesn’t work

was all the faces in your mesh blue when u enabled face orientation?
any red face willnot be seen in game only blue faces to change them press Alt + N and then recalculate outside

Oh that’s weird. this is supposed to show all faces from both sides, are you sure you’re selecting the right mesh?

Maybe change the Meshpart’s Render Fidelity to Precise?

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After you’ve confirmed that all normals have been recalculated, you need to make sure each face of your model has enough triangles. You can go through each face one by one if you want, which is what I do. Usually you can see which faces don’t have enough triangles. If the face has 4 or more vertices, you need to connect some of the vertices that aren’t already connected. If you see that the new triangles created have different amounts of light bouncing off of them after the new connections, then you’ve found the problem face.

What you can do to add new edges is select two vertices from the face that aren’t already connected to each other and press J to connect them. If that doesn’t work, use the knife in the modeling tab to connect the vertices.