I just recently imported the meshes into studio via meshparts, but the back of the car does not appear as it does in blender. It is there on both sides of the vehicle.
There is a giant hole in the back, near the headlights.
I normally am able to conquer problems like this with some basic tactics, such as inverting the problematic face’s normals, or using solidify modifier. But none of these do anything to fix the problem.
Assuming you’ve ruled out flipped normals - can you show us a picture of how many vertices are attached to that specific face?
Roblox sometimes doesn’t calculate faces with a lot of vertices very well, which results in the face breaking. If this is your issue, triangulating that face in Blender fixes it.
It’s why I always suggest triangulating meshes before uploading so any n-gons (faces with more than four vertices) upload as intended, and not what the game engine thinks is intended. Here’s a post on a thread asking the same question where I got into more depth:
I actually saw that post already, and tried triangulating the faces, with no success. The triangulation works, but it does not patch the whole, and fix the broken mesh. Thanks for the suggestion though!
Interesting - the topology seems straight-forwards enough. Could you share the file (or DM it if that makes you uncomfortable), so that I can look at it in Blender?
Just from the pictures, I can’t think of any issues.
Also thank you for ruling out other options before making a thread - I really appreciate taking initiative to solve your problem on your own first!
I have had the same problem if it is a face that u added by selecting vertices then adding a face then u need to select the face then flip the normals on that one face. Should work, good luck?
Thanks for much for taking the time to help me further! If it is okay, I will DM you the problematic segment of the car. I was hired to create the cars, so they are really not mine to publicize.