Curved meshes have bizzare bumps in them


This is one model I made in blender when zoomed in this is what it looks like


No matter what I do what type of curve I use or whether I use subdivisions or Array modifier the issue persists and is more severe depending on the magnitude of the twists

1 Like

Ain’t it too much asking you to provide a model (blender file)?

1 Like

twists.blend (1.3 MB)

1 Like

Well, this file exported looks like it does not have smoothing.
Auto-smoothing cube works weird because it’s scaled.
I would suggest applying scale to the Cube and re-exporting.

1 Like

This is most likely happening because of the automatic Ambient Occlusion that happens on maximum graphics. If you turn it down to level 9, do these artifacts still appear?

1 Like

Visually I think it did work but the collision is off despite using PreciseConvexDecomposition


These bumps aren’t just visual as they mess with how my character interacts with the mesh

1 Like

For an object of that shape, you probably shouldn’t rely on the default Roblox mesh collision. While tedious, the most accurate way to get collision is using WedgeParts lined up with the mesh.

3 Likes

Is there any relatively efficient alternative to that for accurate collision as my game will have hundreds of these loops

Yes.
I don’t see what’s being talked about visually, but in the properties tab, there’s a section for collision and you change it to precise, if it doesn’t work, check if what you changed was the collision section.

They are already using PreciseConvexDecomposition.

Mb, i misread. In that case, I don’t have a solution other than to split the mesh into parts.

twists.fbx (153.1 KB)


Once I got the collision to start working again I saw that the issue persists but with less magnitude and only certain parts of the mesh

issue with normals.
Recalculate nornals (shift+n) and apply weighted normals (modifier).
Use shade auto smooth and adjust its modifier.
Should work properly after that.

It’s because of the mesh:

  • each “section” (we see it outlined by the ambient occlusion) is a separate mesh island

Seems Roblox studio can do nothing with such mesh.
I’d suggest edit the mesh in Blender:

  • delete all bulkheads
  • weld result
  • select all edges and “Clear Sharp” (because they all marked as sharp in your model)
  • auto-smooth
  • export again

Could you please explain what you mean by deleting bulkheads and welding the result sorry Im new to blender

You need to update your mesh:

  1. Remove bulkheads - each inner mesh island shares two opposites sides with neighborhood islands. You can select them by switching to X-Ray view and going into edit mode → faces, select one face, shift + g → normal.

    Delete them. Now you have half of bulkheads removed. You need to repeat this again for faces that point into opposite direction.
  2. Now you have double amount of vertices, in X-Ray mode drag select one vertex, you will see there are actually two of them in the same place:

    Apply weld modifier to fix that
  3. Clear edge sharpness. On previous screenshots you can see edges as blue, that’s because they are sharp and this affects normals. Select all edges in edit mode, context menu → Clear Sharp
  4. Auto-smooth the model [maybe not required?]

Export this model again.

1 Like

sorry for the late response I tried your solution but the same error is occurring
twistsremake.blend (729.4 KB)


unfortunately this doesnt work I tried this before posting this

I’d like to check geometry in the file but my blender (version 3.4.1) crashes opening it.