Mesh faces messing up when imported into Studio

Hi everyone, I created a few arrows in Blender to import into Studio, and this was the result:

The arrows are meant to look like this (screenshot from in Blender):

Wireframe version (in case this helps in any way):

P.S. I created the arrows using the Mirror Modifier along the Z axis (starting from the middle of the arrow). This may have something to do with the problem but I’m not sure.

The issue seems to be with the meshes faces, and I have no idea why it’s doing this in Studio, but any help regarding the issue would be appreciated. Thanks

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perhaps they were too thin and the conversion rendered it incorrectely ?

same thing happens with unions, it gets all messed up.

They’re not too thin, sorry should have included an image showing the arrows from another perspective.

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huh, well thanks for clearing that up, but ive noticed somthin.
it almost looks like half the filling is in on the bottom side and half is on the top ( in some skewed way )

What do you mean by “in some skewed way”? And yeah, I think only the top/bottom half of the arrows only showing has something to do with the Mirror Modifier I used.

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skewed way was my way of saying there was an inconsistency as it looks like the half split is only on the right side.

Your normals seem to be inconsistently inverted. In Edit mode, select all of the mesh you want fixed, and press F3 to open up the tool search bar. Type in Recalculate Normals, and press Enter.

If that doesn’t fix it, I might need a closer look at how the topology of the objects works.

That doesn’t fix the problem, unfortunately.

If you want a closer look, here’s the Blender file: Speed Portals.blend (828.5 KB)

Founds your problem:

Select all of your objects, press Ctrl+F, and select Triangulate Faces. You had too many N-gons.

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Alright thank you. I don’t know what N-gons are myself, will do some research.