Getting multiple meshes with inverted normals into one accessory help

Hello! So, I was wanting to make an add-on for clockwork headphones that mimics the design language of the Takeover items, mainly the crown of the undisputed. Wanted to start with trying to make an outline effect and a stereoscopic 3D style effect. Though it was an absolute nightmare to achieve without clipping, I did manage to make it in blender - absolute nightmare to pull it off in a way that gets rid of clipping, but I did manage to make it happen. In Blender, it looks like so:

I was going to continue on and try to make another addon bit to mimic a bit of halftone texturing on the headphones (this would’ve just been a normal mesh, not any backface culling shenanigans) before I realized that I actually have to get this into Roblox somehow. So I tried, and totally failed.
I’m not actually that well-versed in blender, so I’m relying on an LLM for a lot of help (if you feel that’s tacky and want to shame me feel free) but absolutely nothing that it suggested or that I tried on my own worked. I successfully combined everything into one mesh, but it still relies on 3 materials, as seen.

I tried baking it into one texture, but I can’t really get it to work no matter what I do. I’m having an issue where any setting I use to do UV unwrapping results in unwrapping areas of the mesh that need to be different colors on top of each other, so I’m not sure if I can functionally bake it all into one texture as I have it now - but I frankly don’t really know how to fix it, and I’m just very, very lost.

I’m sorry for asking for help from y’all with little to no knowledge of what it is I’m actually doing or how to use Blender like at all. I know that makes it hard to help. But I’m totally lost at this point, so I figured asking here would be a decent last-ditch effort.

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Did you unwrap the mesh? You have to unwrap the entire mesh onto a single tile so the software knows what portion of the texture should be mapped onto which part of the mesh and if you’re baking afterwards it is important that none of the mesh’s UVs are overlapping.

The smart UV project is generally fine for this. Select the entire mesh > edit mode > press U > smart UV project. Ensure you have a bit of a margin so you don’t have any texture bleeds. You can then bake the texture. Here is the video I used when I first started baking textures in blender, it seems convoluted but once you get the hang of it, it isn’t too bad:

However that being said, IMO baking in blender is a bit of a PITA compared to other software (like substance painter) and is probably overkill when you are just using a few solid colours. You can slap something like this together in photoshop in about 30 seconds and use that for your UV map instead:

In the UV editor tab, press Open and select that image

Under material, assign the entire mesh to a single material, under base colour, make it an image texture and use that same image:

This will allow you to preview your UVs and how the texture will be projected onto the mesh, you then just drag around each part of your mesh under the UV editor based on what colour each part of your mesh should be.

Exporting and importing into studio is pretty self explanatory. Mesh itself is the mesh you exported, the texture is just that three-colour texture we used above.

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Hey! I really appreciate your help. I’m sorry for asking what is almost certainly a neanderthal-level stupid question, but - how would I go about manually unwrapping instead of relying on UV unwrap? Because the outline effect and both instances of the stereoscopic effect were made with a duplicate of the original Clockwork Headphones mesh, if I try to do the default UV unwrap it still tries to unwrap everything to its original mapping on the texture, even when it’s combined as a single mesh. As a result, I can’t bake the texture without it baking on top of itself.

I imagine the answer is yes, but I tried following the documentation I found and it wasn’t working. I’ll keep looking and follow up here if I do find the answer so I’m not inconveniencing you too much. I really appreciate your help!

Wanted to follow-up - it was an absolute headache, but I did manage to get it into roblox studio!

When you select anything in the 3d viewport, the UV mapped portions of the selection will show up in the UV editor:

You can select whether you want vertices/faces/edges using the buttons here, then select what it is you are trying to select in the UV editor


You can also use UV sync selection to show what faces are being selected in realtime.
image

You can move them around/scale/rotate using the relevant keybinds (G/S/R respectively) or summon gizmos with the toolbar on the left

Make sure you have everything selected in edit mode (ie press A before unwrapping), even if the entire mesh is a single object, only the tris that are selected will be unwrapped.

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Thank you! I really appreciate your help. The issue I was running into was that in order to make the red and green meshes work with the black outline mesh initially without an egregious amount of clipping, I had to make a custom boolean modifier.

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The weird behavior was coming out such that when the modifier was like properly applied, the same mesh had mapped the same faces to the same place in the UV map but was calling two different materials and therefore two different texture files initially. I was able to do the select vertices by material option to track down the exact faces and move them, since they were on top of each other in the UV map.

Honestly most of this was resolved with dumb luck and a lot of llm help. I have absolutely no idea if I’d be able to solve this issue without that select by material function because it was the same faces calling different materials on each side but. It worked out, so it worked out, lol. Here’s what the final product ended up looking like. The halftone pattern got absolutely screwed over by triangle limits but you can’t tell from far away so :slight_smile:

I really appreciate your help. Sorry for the stupid questions caused by me learning Blender out of order

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