Shiny meshes problem

so I started making this M4 mesh for my game and imported the barrel into Roblox studio and the mesh was shiny and it looked kind of ugly

How do I fix this? Do I make a texture? or is this something I have to deal with?


What setting is you lighting on?

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This is what my lighting settings look like
Screenshot (44)

I think it cause of shadow map, Try turning it off, (to voxel or something) not completely sure though.

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The shine is still there when i turn it to voxel and compatibility.

Try changing the meshes material from “Plastic” (or whatever it is now) to “Fabric”


It works! I just added a texture and there is no shine!

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Hi :slight_smile:

You have applied smoothness to the whole mesh (for realism) there are some tricks from which you can fix this but it depends on the mesh,so if you could share the topology of the mesh it would be a great help

There are two cylinders but I don’t want the side faces to be smooth so I went in edit mode and selected the faces I don’t want to be smooth and applied “shade flat” please keep in mind I did that after applying smoothness to the whole mesh (your case)



Sorry if i sound dumb and this is obvious but… what does the topology of the mesh mean? I just started blender and this is like my first mesh that is turning decent.

Sorry for not explaining that

Topology means how vertices or edges are connected with each other.

From google:
Mesh topology is the method in which edges are distributed along the surface of a model.

Good Topology:

Bad Topolgy:

You can see I have the same shape in both cases (good topology) and (bad topology)
but the difference is that the bad topology is not performance friendly since it got more tris (unnecessary tris)

that’s why it’s important to keep topology in mind when you are modeling something

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To expand on what Awesome_Playz123 said (very accurately, might I add), when you’re asking for help for any 3D model, it’s essential to share the topology of the object you need help with since it makes it easier to see what’s going on.

Being shown a picture of this anchor gives very little insight into how the geometry works.

However showing wireframes or even just the topology in Edit mode can be a great help to communicate what’s going on

All that said, seeing the shading issue of your object from the first post, I can tell that your topology isn’t as clean as it could be - but that’s something that takes a long time to learn, so don’t feel bad about not getting it right the first time. It’s a great start :slight_smile:


Okay. Well with solid it doesnt look that bad

But when i turn on wireframe…

It’s your first real model, that’s a fine start. It just means you have more to learn, which is normal :stuck_out_tongue:

Talking about normal (:wink:), while you’re there… Go to Object Data > Normals

And toggle on Auto Smooth

Then export it again.

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Thanks a lot! It looks AMAZING!!!

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Glad it worked. Auto-smooth is the quick and dirty way of fixing shading issues. It’s great for quick models but shouldn’t be relied upon for larger or more serious projects.

So as to not enable bad or lazy practices, do some research into what Sharp Edges and Smooth Edges are, as well as the difference is for Smooth Shading and Flat shading, and where to use them appropriately. :slight_smile:

Also, I suggest moving your Solution to Awesome_Playz123’s first post (post #8), as they had the right answer that’s much more accurate than the current solution of “change the material to fabric.”

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