Issue with faces randomly disappearing when uploaded [FBX file]

Hiya, so lately ive been working on a mesh in blender, but a few of the faces seem to have randomly disappeared when i uploaded them using a FBX file.
In the 3D modeling software i use (blender) everything seemed alright, but when i uploaded it into roblox studio.

In this screenshot you see a few faces have disappeared out of no where.


https://gyazo.com/a191f755ab51ed1485b3944df80169eb (better view)
The issue cannot be my normals since i flipped those in blender already.

As you can see all faces have been flippen into the right direction, and ive even looked on the small edges of the mesh. I have not found any normal flipped the wrong way.

I have tried multiple fixes s.a; scaling the mesh up, flipping normals / recalculating normals.

The bug seems to appear on triangles but im still not sure what the fix of this issue could be. As far as i know is that if i publish it as OBJ it fixes the issue but it would cause CSG errors which im trying to prevent.

Does any of you know how to prevent this bug from happening / how to fix it?

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EDIT I’ve just seen what you said about normals, this info is essentially useless, sorry for not being able to help!

This is to do with normals, incase you didn’t know the simplest way of explaining it is the way the faces are facing (an example of this is a UGC accessory where you can see things inside of the model - Rainbow Filled Horns - Roblox)

To fix it select the entire mesh and go into edit mode, select all faces then click what is shown in the image below

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Wonderful piece of advice I will be able to use for my next projects! Unfortunately it isnt the solution. Thanks a lot for your time to try and help me out though, I really appreciate it!

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To start off, I think it’s best to briefly go over the fixes you’ve attempted in order to help diagnose the problem:

As you can see all faces have been flippen into the right direction, and ive even looked on the small edges of the mesh. I have not found any normal flipped the wrong way.

The bug seems to appear on triangles but im still not sure what the fix of this issue could be. As far as i know is that if i publish it as OBJ it fixes the issue but it would cause CSG errors which im trying to prevent.

From this, we can determine the following:

  • This is not caused by mismatched normals. Assuming you’ve checked with backface culling on as you implied in your post, then you should be confident that this is not the problem.

  • This is not entirely a rendering issue in studio. Considering how this effects only certain areas of your mesh and works fine in the .obj format, it’s most likely something that goes wrong in the exporting step of the process.

By process of elimination, this is most likely the source of your issue:

N-gons, which are faces with more than four sides. Roblox may struggle with displaying them as the geometry might be deemed “impossible” and fail to load in, leaving just an empty space.

The .obj and .fbx formats have different ways of handling these faces on export if I’m not mistaken, which may be the cause of the discrepancy.

While the example shown may be rather extreme, after exporting as an .fbx and importing it in, it shows the same traits:

image

So, in other words, the faces (or the surrounding ones) may have an extra few vertices that turn them into n-gons. I would recommend you check your model over like this:

Edit > Select > Select All by Trait > (See image below for settings)

image

Now, if it detects any n-gons, you can go ahead and start manually editing them. You can select spare vertices and do X > Dissolve Vertices to preserve the rest of the edge/face, or just use the knife tool to add edges where needed until everything is either quads or tris.

Hopefully, if you re-export the model now, everything should be fine!

On the off-chance you’re still having issues though, you could attempt to do Edit > Face > Triangulate Faces either over your whole model or just the afflicted areas and see how that goes.

Hope this could help! Your model looks very nice, by the way!

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This has fixed my issue! Thanks a lot!

Anyone still having this issue, you can also try simply applying transform. Had this issue when exporting layered clothing to FBX. The “Apply Transform” setting on export didnt work. Had to select the clothing mesh and apply transform