Hello, I am trying to create a detailed globe for an upcoming game. In order to do so, I need to split up my globe mesh into multiple parts so that I can use multiple 1024x1024 textures so that the texture is of better quality. However I am running into a couple issues when I import my mesh to roblox studio.
1 When I import the mesh to roblox, white lines appear on the texture that are not there in blender. I have seen multiple posts about this but no solutions I have tried have worked. I tried creating uv maps in blender that do not show the edge pixel but the problem still persists.
This is an example of what I am talking about in studio.
This is what the same area looks like in blender.
The image on the uv map for the material for these objects show no white pixels on blender, so I am confused why they show up on roblox studio.
2 The borders between meshes in roblox studio create a line and I want the transition to be smooth.
Here is an example of what I am talking about in roblox studio.
Here is the same area in blender.
This is a zoom in view of the border in roblox studio.
If anyone could help me to solve these issues that would be greatly appreciated!!
I was exporting it as an obj before and exporting as an fbx seemed to help the 2nd problem I was talking about be less noticeable, but there are still white lines for some reason.
Here is a picture of the model in roblox studio imported as an fbx. Do you have any clue why this line appears in studio?
Lower your triangle count immediately. A globe for a 1k texture should not be over 10K triangles.
Higher subdivisions do not mean instant quality upgrade and better texture compatibility.
Problems
Most of your problems are coming through inconsistent uv’s because of the amount of times you split your mesh. Do yourself a favor and use one UV on one mesh that has a triangle count <10K.
My solution
Drop the subdivisions to fit 10K or under.
Shade smooth, adjusting autosmooth threshold as needed.
Add seams as needed.
UV unwrap.
Export as .FBX/OBJ.
5a. Texture in external painting software.
Import through AssetManager.
Disclaimer
High quality looking meshes don’t have excess in triangle count, their topology is simple and intuitive and that’s more than enough. Do not conflate details with triangle count, to get a highly detailed globe like you’re trying to achieve do it in Substance. Use a normal map to create bumps, roughness maps, to indicated weathered terrain or peninsulas stricken by drought. Using metalness maps for the ocean. That’s breadth of detail, what you’re presenting now is a problematic triangle heavy mesh that doesn’t have consistent UV’s.
TLDR:
Meshes are 3D canvases objects, they should not be subjects of intrinsic detail if you want to texture the details on. Lower your triangle count and try again, this’ll fix your UV problem.
Hello, thank you for your long response! However it seems like my question was unclear. I do not want to split up my mesh so that I can have more triangles, I wish to split up my mesh so that I can have a more detailed texture. If I only use one 1024x1024 texture for the entire world mesh, the quality is extremely blurry. So I am trying to split a larger image texture into multiple 1024x1024 textures to put on multiple parts so that each part can look detailed.
Here is an example of an image with the uv map in blender.
And this is the corresponding mesh with the material and uv map applied to it.
These meshes look fine in blender but have a white line when imported into Roblox studio for some reason. Currently I am applying a material in blender with the uv mapping that puts the texture on the mesh. What do you mean in part 5a where you mean to texture it in an external painting software?
Also I am using normal maps and they make the texture look significantly better, but they do not solve the problem of the white line in roblox studio.
The seams appear because in Roblox the edges of the texture seep through. So in order to fix this you will need to scale the texture ever so slightly down until you no longer see the seam within studio.
Hello, I have figured out from this topic that the problem is that the texture is reformatted when the camera goes farther away, so the white line doesn’t appear when close but it does when far away. So you have to make a tradeoff between cutting pixels out of the uv map so it doesn’t appear when far away or coloring similar pixels outside of the uv map and forcing the user to stay close to the mesh so that they never get far enough away for the engine to rescale the texture.
Thank you to everyone who replied!!