So I have these models, made in blender and imported into Roblox Studio, of the FNAF crew.
Obviously there are holes in one face where things like the eyes go. In blender, you cannot see all the way through the mesh. In Roblox Studio, the holes do go through the whole mesh, which I don’t want.
It’s hard to explain, so I’m providing some pictures:
The issue is how in studio, you can see through the whole head, which youre not supposed to. It should have the back visible, like in Blender. Plus, if you look at the back of the head in studio, you can see that the holes, in fact, do not go all the way through the mesh. This happens whether I export is as .obj or .fbx.
I need to sort this out, so any help is appreciated!
It’s called back face culling. Both in Blender and in Studio the faces are one-sided, it’s just not shown in Blender as a default setting. If you turned Back Face Culling on in Blender, you’d see it as it’s visible in Studio.
Search “flipped normals” and “back face culling” on the dev forums as it’s been covered many times before.
Ok I researched this a bit (didn’t even know this was a thing lmao), and went into Blender and enabled it to have a look. However, the model looks exactly the same in Blender with Back Face Culling enabled.
This questions comes around all the days, you should search before posting.
Go here
And search “Face orientation” and enable it
Blue = Faces facing you
Red = Inverted
There are many way to fix it, but in this case select the mesh, go to edit mode and do the following:
I am very very new to this, as in this is the first ever time I’ve heard of backface culling. Trying to find solutions on how to fix it but everything saying to do this same invert method.
The point we’re trying to make is that all faces are one-sided, and you’ll need to add additional geometry to make them seem two-sided, or fill in the eye holes (though I have a feeling you want the eye holes as they are). Are eye pieces going to go in the holes? If so, then making the interior of the object “solid” is pointless anyways.
You have to describe what you’re actually intending to do with the object. Will the player wear it? Will their camera be inside the mask? Will other players be able to see the player’s face through the eye holes?
This isn’t an “easy fix” because that’d actually break it more than it is currently! It’d turn the entire head inside-out, which is not what they’re asking.
They need to provide more info on what their use for the object is (what I asked in my previous post), for us to suggest better solutions.
No, recalculating normals does not flip all of them, it flips certain ones so all of them face the outside which works most of the time unless you model it in a few certain ways. Unless that is the case, it will fix it 90% of the time.
This feature was added only 7 hours before I made this reply.
If you enable DoubleSided in the properties menu of the mesh part, you will be able to see both sides from all angles (double sided normals) which fixes the problem.