How to remove black lines on imported objects?

I modeled a few trees in Blender and imported them to Studio. However, when I move away from the objects I imported, black lines appear on them. I opened and closed the studio and tried it in the game, but it still looks the same. How can I destroy them?

Close Up View

Remote View

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In my opinion I think the lineart would look cool, but I believe this is caused by a shading issue. You can try setting the smoothing to faces rather than edges during the export however.

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I believe this is caused by Roblox’s ambient occlusion, which is tied to the graphics quality setting. As far as I know there is no official way to disable it. Lower graphics settings do not have it, and higher graphics settings do.

This is a UV Map issue.

Your UV islands are quite close to each other right? That or your textures have very little padding? I’m not entirely sure why it happens, but if you don’t give your UV islands enough padding you start to see those seams from a distance. If I had to guess, I’d say the engine starts using a version of your textures with lowered resolution once you’re far away enough that you wouldn’t be able to make out the finer details anyway. But since what little padding you have gets decimated in the process, seams start to appear.

I’ve experienced it a few times, made some doors once and had to re-upload the asset and materials 4 times to get the right balance of texel density and border padding. For larger objects, you want more padding. On smaller objects, by the time you get far enough away that seams appear it’s already too small to notice. On bigger objects though, at that same distance it’s still big enough on your screen to make out the textures and by extension the seams. It’ll take some trial and error, but give it a go and try to figure out what kind of island padding you’ll need for it to look good until it reaches a distance where it doesn’t really matter.

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This image is the UV of the 4th tree. There is only Subdivision as a modifier, but I do not think this can cause such an error. I think it is a problem with the Studio’s Engine.

Yeah it’s definitely a UV issue. Those islands don’t have enough padding. If you extend the colour on the edge of the UV islands a few pixels beyond the actual UV border, it’ll fix the seams.

I had a nosey around to try and find the reason for why these kind of artefacts happen, and I came across this really good video that explains exactly why it happens, the effects of it, and how you can work around it. I didn’t know the reasoning behind it until now, and it’s actually a pretty cool technique. I was right in guessing that textures with reduced quality are used, but I never realised why and how much worse models looked without that technique.

Here’s the link

If you jump to timestamp 10:57, he actually shows the artefacts in action. I’d give the full video a watch, it’s really quite educational beyond helping ye fix those textures.

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