and im not sure at all what the problem is at this point.
ive tried triangulating, poking faces, different export options, recalculate normals, different file types
and nothing seems to fix this which is a pretty big issue for me.
I am not as knowledgeable as some of the modelers on this forum so hopefully one of them can correct me, but I that a theory as to what the problem is.
It looks to me like there just isn’t enough geometry in the area to cleanly shade the areas smooth. I notice that some of the same edge issues are present in Blender, they’re just less visible. Roblox Studio’s way of handling meshes seems to just be amplifying them.
I would try adding a little bit more geometry in the area. Maybe with a subsurface modifier set to 1 or manually adding more cuts. Then there should be enough geometry to work with to shade it properly smooth.
Before doing this though, I would advise creating a duplicate of the model in Blender so you don’t go hacking away at the original without a backup.
ive also noticed part of the problem can be due to non equal weights (the same spot being weighted too much by 2 different bones) for skinned meshes can cause issues which ends up making animations look different in roblox than they do in blender.
It is actually shading smooth because the normals are baked in on obj/fbx export, the issue is roblox’s Ambient Occlusion method which thinks that it should shade those areas darker because their anlges are greater than 30 degrees to create the illusion of contact shadows.
As @takenmake said, adding more geometry in that area will still solve the issue.
Alternatively, using old shading modes (Compability, Voxel, etc) may also solve the problem depending on the use case of your model.