How to fix weird gaps in meshes

Here I have a picture of a sword I made in Blender. For some reason there are weird gaps in a bit of the model and it’s really annoying. I’m not sure how to fix it. I’ve selected the double sided property but it didn’t really do much to help. The model’s perfectly fine in Blender, so i’m guessing it’s either a me or roblox issue. How do I fix this? Thanks!

2 Likes

Could you show your topoly? I’m pretty sure that this is the cause.

What’s a topoly? Sorry I’m kinda new to this.

Try searching the forums before posting.
Your question has been answered so many times in previous posts.
I used your exact title and got multiple posts marked as Solved.

Can you check all the faces are Blue like this?:

If you’re not sure how to do it, send me the .FBX or .OBJ file and I can try fixing it for you.

Mb, sorry. I’ll try and remember next time.

They’re all blue which is why I was confused. Luckily the gaps are barely noticable anyway so it’s not too bad.

You should still make it a closed mesh/fix the issue IMO. You could then have a face issue and need to remake some faces by clicking on the verts in edit mode and pressing F to make a face.

Try this:

  • Select all the faces in Blender edit mode.
  • In the tabs go to Mesh > Normals > Reset smooth (or Smooth vectors, I can’t remember the exact name)
  • Then with all the faces stll selected go to Mesh > Normals > Reset vectors

View the mesh in Object Mode to get a better understanding of how the mesh looks. Edit mode sort of hides shading issues a bit.

Also try selecting all Vertices, go to Mesh > Clean up > Merge vertices. There should be a small pop up window in the bottom of the screen, and a message at the bottom that says something like ‘X#- vertices merged’.
You can click on the pop up window and change the distance between merged vertices. Default is .0001, but I usually set it a bit higher like .003 just in case the verts are a little farther apart.

It’s a Blender export issue, it happens when you export it towards other engines such as Unity as well. The only solution I found so far was to remove the face and the faces surrounding it and re-fill them differently.

If it still doesn’t work, try to improve your topology, I might be wrong but I think that issues such as this tend to be related to bad topology.

Hope it helps!