For some reason, when I go to view my model before importing into my workspace, I can see that there are some holes on them. I know this can’t be an issue with the normals as I’ve recalculated them outside (it all appears blue) and I’ve tried to reset vectors and use a solidify modifier also, but its the same issue. I tried to reduce the polygon count, checked for Ngons, and still theres holes.
Here’s what they look like:
I’m genuinely so lost as to why this is happening. If someone knows how to fix this, please, let me know! Thank you!!
It’s probably the wrong face normals. There are two ways to fix this: 1. Change the normals in blender 2. Enable two-faced property of mesh. https://www.youtube.com/watch?v=qJvvDHyK14Y
Hey, in Blender go to edit mode and select all the vertices and click merge by distance see it that helps. Roblox usually deletes faces that are not necessary or that are not connected.
And @YTKACKA1 only use DoubleSided for troubleshooting. It’ll double the tris and create weird shadows at the edges of those faces because the vertice’s normal.
DoubleSided is used for flat planes like leaves or paper.
You should try selecting all your vertices and Mesh > Clean up > Merge Vertices, but in the popup in the bottom LH corner change the value from .0001 to .005 or something similar.
Also, select all faces, go to Mesh > Normals, and click the Smooth Vectors (I think that’s the name) and then the Reset Vectors tools. This might help get rid of weird normals at the edges between faces.
Also, how many tris is your Mesh? Too many and it may be causing Roblox to trim some of the excess, but that doesn’t happen very nicely.
Sorry for the late response, I already tried Merge by Distance, getting rid of of some verticies, this is the polygon count for the mesh.
I tried to smooth and reset vectors, still nothing. I’m not sure if I’m missing something but to me, the model is fine in Blender and has small holes on the model in Roblox Studio and I’m not sure why.
load up your file in blender and make sure you triangulate all faces, roblox doesnt like quads. and of course like others have said make sure all faces are oriented outwards.
Why does this mesh require almost 50,000 tris? The more tris in your mesh the harder it is on a user’s graphics quality on their device.
I saw a post about a snowball made with 15,000 tris. It could have been made with about 120 tris.
Also I see in your 3rd and 4th pictures this isn’t just 1 Mesh, it’s made of multiple Meshes (sections) with holes between the sections (visible in the 3rd picture. Why is it made like this?
I know Roblox Modelling Specifications still says 10,000 tris maximum for a Mesh but I’m pretty sure that’s been increased. After a quick search I couldn’t find what the max is now though.
@mantorok4866 Roblox doesn’t like Ngons (faces with more than 4 edges).
It will take a mesh made of Quads and automatically turn it to Tris the same way you can do it with Blender.
Everything is in seperate pieces because I plan on making alternate versions of the model using the same rig, so it’s way easier to just have every mesh weight painted to whatever part should move with that. The whole process eliminates having to constantly weight paint the entire model if it were one model each time I want to implement a new alternate version of the model.
Although I do agree I probably could optimize the model more, this is something that can be easily fixed later down the line considering the way I’ve set up the rig - swapping out meshes becomes way easier this way.
To my knowledge, the max might be around 50k? It would not let me import my animations onto my model due to what tri count on the model was before I knocked it down to just under 50k.
This seems to to have done the trick though, from what I can see I no longer see holes after I triangulated the entire thing. Weird. I had issues that were fixed with triangulating my models like when I was in Substance Painter, but I’ve never seen it in Studio before. I wonder what could of caused something like that.