In studio:
In maya:
I’ve tried smoothing the mesh, but to no avail, it produces the same results.
Try importing it into Blender and set the shading to smooth.
This is simply how meshes work. If an engine wants to render objects in 3D, it requires data that describes triangles. This is because they are unambiguous (minimal) shapes. Quads for example, are ambiguous and can be rendered in different ways. Take the following example of a cube with the vertex at the top in the back being raised:
A quad can be split into two triangles, and depending on how it is split, the shape changes. The left cube has a convex shape if the top quad is split by drawing a line from the raised vertex to the opposite vertex. However if you split the quad into two triangles by drawing a line between the other two top vertices, suddenly the shape becomes concave.
Back to your situation, since your mesh contained quads, these were automatically converted to triangles. If you look closely you will notice that programs like Blender and Maya also do this internally, though through smart use of shading the quads will look like a flat surface. The Roblox engine does not do this. Also, if you look at how they are triangulated in studio, you will notice the way the quads were converted. Your mesh now looks less smooth because is has become convex in some areas and concave in other areas.
You could try to manually split your quads into triangles in Maya to improve the shape and make it look more consistent.
To add onto Zomebody’s great explanation - it’s usually best practice to set up your objects to not have any polygons attached to more than three vertexes when dealing with Roblox Studio since the end product will have them anyways.
I’ve never used Maya before, but there should be a “Triangulate Faces” tool (like in Blender) that would make it a little quicker to fix.
@Xiousa Okay I will try this thank you.
@Zomebody Thank you, very informative.
@Aotrou Yes, there’s an option for that. Will try it out. Thank you.
Try to export it with .obj or try to mess with export option. In blender there is export option like “triangulate mesh” I guess in Maya there are similar options. Also u can try to mess with export settings with .fbx