I’m working on something that requires a custom cup mesh and after importing it after working on it in Blender for a while, it loses segments of itself for some strange reason.
That looks weird. The only thing i can think of is the faces facing the wrong way. You can select the faces and press Ctrl+N in Blender to choose which way they face.
This is correct, the normals of your mesh are inverted and as a result you cannot see them from below. You can easily fix this by selecting all (or specific faces), going into Edit Mode and doing CTRL + N. This will flip the normals.
For the few times CTRL + N doesn’t work, you can check what direction the faces are facing and manually flip each face.
Blender 2.79
In Edit Mode, press N to bring up properties.
Scroll over to the Mesh Display panel.
Under Normals click Display face normals as lines.
Now just select the faces facing inwards and on the bottom left press Mesh > Normals > Flip Normals.
Blender 2.80 Beta
In object mode, near the bottom right, press Overlays and tick Face Orientation.
The blue faces are faces facing outwards and the red faces are the faces facing inwards.
Now in Edit Mode, Select the red faces and press Mesh > Normals > Flip Normals.
Worst Case Scenario
Very rarely even flipping the faces manually doesn’t work. If that’s the case, you’ll have to delete the bad faces and redo them.
Everyone is saying it has to do with inverted normals, but i can’t see anything in the footage that indicates that’s the case. I made a cup using the same workflow as you and i haven’t had any issues.
If there were any inverted normals, the mesh should look like this in Blender.
Perhaps you’re correct and Studio may have troubles creating what I suppose to be an N-gon at the bottom. If it indeed has 160 segments, consider triangulating it in Blender first, and then try to export it.
That crossed my mind as well considering the places where I’m having problems is related to faces with too many vertices attached to them. And in this case the bottom of the cup.
I may end up loop cutting up a square and creating my own primitive to see how that does as for fixing the problem.
As for the people saying that it may be a problem with the normals being inverted I checked this out and they shouldn’t be the problem considering I derived this cup from a primitive cylinder and hardly touched the normals at all outside of checking if they’re valid with what I was doing with the cup. I didn’t do much to the cylinder itself besides and extruding and scaling the rings of it, so it’s a rather interesting predicament.
in blender, be in edit mode and press “a” twice (could be shift+a) to select all and go into mesh, normal’s and recalculate outside (or Ctrl+N) .
A way to see if any is facing inwards is to do do whats in the picture, to get that menu there is a + on the right side of the work space and scroll down to mesh display (be in edit mode
Too many vertexes attached to a single face. The picture is 160 vertexes which, for Roblox’s method of triangulating any non-triangle n-gon, looks like this
don’t forget to triangulate your objects before uploading
I quickly made a much less performance-intensive mesh for you, from 1276 triangles down to 86 (which honestly is still a lot of faces for an asset as minor as a cup. Make sure you allocate memory resources to the most important things first).
While still achieving the same goal - a smooth and round cylinder. I achieved this by using smooth shading and splitting my edges (retroactively I shouldn’t have split my edges, don’t do this). Check out what I did here:
I had a feeling that this was some sort of issue but I had no way of knowing there was such a solution in Blender for faces like this. Thanks for your assistance to the problem and I hope this helps anyone with similar problems who look back at this situation in the future. Cheers friend!