Recalculating normals in blender does not change flipped mesh in roblox

i was working on a door model for my roblox game, but one of the doors is actually inverted, and despite recalculating the normals again and again and again, this specific mesh won’t be inverted back to normal
image


tho every single faces on the meshes are sided correctly

the same issue occured when i started working on Unreal Engine 5, the same mesh having issues with normal vectors, tho it was fixable.
i tried making it double sided, but that not something good to do, as the lighting is flipped on the mesh

(and yes, the face orientation is correct too)


(that’s how it is supposed to look with textures on and fixed orientation)

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do you think it could be because your mesh is too thin? Is it solid and watertight?

In blender, if you click Alt + N you can flip the normals instead of recalculating them.

ive also tried that, and yes it flips the faces and are somehow the correct orientation, but in roblox studio, the lighting is still flipped no matter what, and this is deeply annoying as the roblox version of my game relies heavily on lighting to still retain the same kind of artstyle as the UE5 version.

do you think a data transfer modifier would help?

Like in Blender get a mesh with the right normals and use its normals on the door.

could try that actually, i’ll post an update to tell ya if it works or not

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