Exported MeshParts have jaggered Edges

Either use Unions or keep your parts serparate.

Christ… I need to use this method to make performance better and reduce part count, I guess I’ll have to stick to the options you mentioned. Did you manage to fix it?

Importing Roblox parts to blender and exporting them as a mesh doesn’t increase performance. It’s about the same but actually makes load times longer as Roblox has to load in a mesh rather than primitive objects.

Yes, but as the other guy mentions it decreases part count, which is correct, right?
Also, I’m probably going to make a small video on how I exported and re-imported it out

It decreases part count but it doesn’t decrease POLY count which is what affects performance more.

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So its no better than just using normal parts?

Plus, Unions are even worse for performance :confused: And I’m building something smaller than NYC… Isn’t going to work well!

I think you are severely underestimating your ability to learn. Blender is a really powerful 3d modeling tool, on par with industry standard software like maya or autocad, and even then its way easier to learn.

That’s why you hear about it so much. I seriously think it would be worth it for you to take one evening and follow a blender beginner tutorial (I suggest the donut tutorial, almost everyone starts out by making the donut), it will be worth it for you.


And as @A_SquaredAnimations said, exporting and importing won’t reduce lag and will increase loading time, which is partially true.

What you are doing would be somewhat helpful to the performance if you will reuse the same mesh hundreds of times on your map.If you are doing this for a lot of different models that only get used only a few times each, then this will just increase loading times and have no effect on the games performance.

But remaking the meshes with clean topology with no wasted faces or vertices would really help the games performance, this you would have to do in blender.


And as for the issues with the jagged edges; i have never seen anything like that before, but I’d have to guess that its related to exported cylinders and spheres being actually different meshes than the ones visible in roblox viewport. If this is the case, then there’s no solution for your problem. I suggest remaking the model in blender from scratch so you have control over the topology.

I’ll remake the mesh for you tomorrow when I wake up, but you should seriously learn blender.

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Hey, thanks for the reply.

Yea, I should, it’s just hard to begin anything and sticking to it while juggling School and a Job (thankfully I have Summer Break now), so it’s kind of hard.

I’ll look into Blender once I have totally free time, without stressing myself, I don’t like stressing myself… well, I don’t think anyone likes it for that matter…

And also, thank you, I appreciate it.

PS: Do you have any other general tips to improve performance, aside of the thing you and the other user suggested? Greatly appreciated if you have some!

I made a mesh that has a similar top mounting points to the mesh you provided previously,
mesh.rbxm (15.5 KB)

Just to further solidify the point, this mesh took ~5 minutes to make including UV unwrapping to work with a texture I used:
colors

Old mesh: 4752 tris
New mesh: 362 tris

The greatest benefit of making meshes by hand is that you can control what parts of the mesh are more detailed and which are simpler, you can’t exactly do this in roblox. This leads to your mesh having tris count basically an order of magnitude larger.

image
~85% of this geometry is unnecessary and doesn’t contribute to the look of the object.

You can read this article about improving game performance
for some general advice.

Here’s some more obscure ways you can improve your games performance:

  • Minimize instance count. Basically everything you can see in the explorer window is an instance, parts, meshes, textures, decals, etc. are all instances. So, for example, instead of a fence made out of 300 parts each part having 4 textures in them, make a single fence mesh that uses a single texture in its properties.

  • Minimize triangle count. Everything you see in the viewport is made out of triangles. Roblox basic cylinders and spheres use an absurd amount of triangles, it’s completely unnecessary. It’s not really recommended to use them unless you are making something that will only be used up to like 10 times in your game. Otherwise, it’s probably better to make a custom mesh.

  • Reduce the number of unique assets that need to be downloaded when the player loads into the game. Each mesh and each texture/image used in a game needs to be downloaded when a player joins it. You can’t exactly reduce the number of meshes, but you can reduce the number of textures. For example, I try to use only the color grid texture I posted higher for my meshes if at all possible. This way, the player needs to download way less textures to properly display the meshes.

  • Make sure that meshes have collision fidelity set appropriately to what the meshes function will be. For example, if you have a mesh of a rectangular shelf, then make sure the collision fidelity is “Box”.

  • Use the lighting technology that you actually need. If you are making a showcase game, use future lighting. If you are making a somewhat small map, then use voxel lighting. If you are making a really large map use compatibility lighting with color correction to increase contrast and saturation. Using compatibility lighting can drastically increase FPS for lower end computers.

I hope this helped.
Good luck.

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Thank you for the “fixed” version of the spot light, I actually didn’t want these jaggered edges in the first place, I think the exporting might just be corrupted, but after learning that default Roblox shapes use ridiculous amounts of triangles, I’m better of just making my own blender stuff.

Started watching some Blender YouTube Videos, kinda tuff to get into, but I’ll get the hang of it soon.

Thanks again!

Hey, as I stated before, I started doing some blender, and made my own spotlight mounting!

Err, I do have some weird Issues though, for example (I don’t know if this is just the weird lighting:

Next, when exporting (I didn’t make a texture for it yet, therefore its all just grey) it seems like you can SEE INSIDE OF IT, when its supposed to be completely opague.
weirdo2

Any fixes for this?

Hey! If you want to fill in an area in Blender such as the end of a cylinder, simply press F to bridge faces!!

heres a tutorial!

lets say i have cylinder! OOPS I DELETED THE END!?!? OH NO! DO I NEED A NEW CYLINDER!!

NO NEED TO FEAR! FOR I HAVE BLENDER KNOWLEDGE!!!
enable edge select
image

hold ALT + SHIFT for smart select and select the edge of the object you want to fill.
image

press F.

:open_mouth: :open_mouth: :open_mouth: :open_mouth:
CONGRULATIONS!

Also, if you don’t want to go through the hassle of learning blender right this moment and just need a temp fix, you can probably fix your prior issue by deleting the custom split normals data from the object.

you click these buttons


(the button under the text SHOULD say Clear Custom Split Normals Data

do not press add. only clear.

on another another note, if you want to do some basic optimization you can import a model from Roblox into blender, enter edit mode, click the vert select mode in the top left(the dot), press A(to select everything), then press M(to enter merge mode), then press BY DISTANCE. a thing at the bottom will say how many verts were removed. this ISNT the best way to optimize things, however, if you’re inexperienced and just need a bit of better performance, this will suffice!

example of me taking a circle from ROBLOX and optimizing it!!
this image has 2 issues that i will teach you how to fix.

NOTE THIS IS A MODEL FROM ROBLOX, NOT MADE IN BLENDER!

the arrow on the left shows that the verts on the edges that connect the individual parts of the circle are NOT CONNECTED!! thats BAD FOR PEROFRMANCE AND can cause small lines to be visible IN SOME CASES.

the arrow on the right shows a lighting that will be GNARLY in roblox(not a peformance issue, but looks like DOO DOO :poop: )
we don’t want our builds to look like :poop: so! here al all U NEED TO KNOW!! :smiley:

JOB ONE, REDUCING VERTS.

EDIT MODE
GO INTO VERT SELECT(PRESS THE DOT IN THE TOP LEFT OR PRESS 1 A FEW TIMES)
PRESS A TO SELECT EVERYTHING!
PRESS M TO ENTER MERGE MODE!
PRESS BY DISTANCE AT THE BOTTOM OF THE MENU THAT APPEARS!!!

once you press by distance, youll see a number at the bottom of your screen showing u how many verts you removed!!
image
this is a DUB for performance, however, is really only effective on large scale!(ie big model, or a model that is all over the place)

SETTING YOU CAN PLAY WITH!!!
when u merge, a small option window opens in the bottom left!
image
u can turn this value up a WEE bit if you need to merge some larger gaps(OPTIONAL) :3

LIGHTING ISSUES!! WHAT THE HECK!!!
"HOLY CRAP! IVE DONE IT, HOWEVER< NOW THE LIGHT(IGN IS DOO DOO! :poop: "

NO NEED TO FEAR! FOR I HAVE KNOWLEDGE!!

job 2
fix lighting

click this stuff

then BOOM :bomb:


lighting is fixed, ready to export!

I do STRONGLY recommend u get a knowledge of blender, but that takes time! personally, I learned the basics of Blender from this tutorial on MAKING SWORDS!! in 2 DAYS!!! :open_mouth:

anyways, reply if u got questions.

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