I made a post sort of asking about this earlier but as I went more in-depth into trying to learn this topic more questions started coming up, so I am asking once more.
I made a high poly mesh that I would like to be able to use normal materials on without texturing the object in Blender, but I am having a problem with ROBLOX’s import creating really sharp triangles under my mesh and it distorts the texture. The first problem is as follows:
How do high poly developers normally avoid this issue? Is there any way to fix this, or is there any way to import into ROBLOX as quads?
The second problem I discovered while trying to learn this is how my textures apply to meshes I’ve imported. It is almost as if the texture gets rotated 90 degrees on each side of the object, like so.
I have tried this both with and without my modifiers applied before exporting the object, as well as exporting in different file types (.fbx and .obj), but to no avail.
Any help in figuring out these issues would be greatly appreciated.
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1 - Check if there are no faces that have more than 4 dots and they are not on the same plane
2 - check if the normals are turned in the negative direction
3 - do a UV scan
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Hi, thanks for replying!
I made sure to check the normals and sadly that wasn’t the issue. I even tried to invert the entire mesh and turn on double-sided in hopes that the tris would simply move to the inside of the mesh, which they did not.
Here are some pictures of the Subd’d mesh in Blender:
I did try pushing back some of the sharper-looking faces, but that did not seem to affect it. Could you please point out if there was anything that could have caused this?
Also, as someone who’s seldom used UVs before, how would I go about doing a UV scan?
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I can’t explain here how to do a UV scan. There are tutorials on the Internet. I think this will help you! good luck
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Is a UV scan the same as UV mapping? When I search UV scan I do not find anything and I am unsure if these terms are used synonymously
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Yes, the meaning is the same. I’m sorry for not being clear
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