I’m trying to build the body of a creature from differently positioned and scaled unioned spheres, however the “wrinkles” that it creates, as visible in the screenshot, really bother me.
Making the model a different material like slate may be able to conceal it better, but I need it to specifically be made of smooth plastic. Making one big union from all the parts didn’t change the appearance at all. Adding more spheres in between didn’t really help either, just created more wrinkles no matter how many I put. Is there any way to smoothen the model?
I would try making the model into a single union (assuming these are part/union spheres) then using .SmoothingAngle in properties (try a value of 20-60, and if none of those work try 90).
SmoothingAngle makes low-angle edges have smooth lighting without increasing the poly count of the model.
I tried doing as you told me, unioned the parts into one and tried all the smoothing angle values, however the surface ends up looking jagged like this no matter what amount I set:
Sorry, I’m aware it’s due to overlapping, just wasn’t sure what to call it Anyhow, I unioned all the parts into one so that the model would be hollow on the inside, then imported it into Blender and tried the sculpting tools as you told me, but sculpting it in any way resulted in a lot of holes showing up in the model.
This is how all the areas where I tried to use Smooth were affected:
mmm is there any reason you cant just make the whole thing in Blender?
Roblox unions have bad topology so that’s why they behave like that.
Try making the whole thing in a blender. Blender has spheres, uv spheres, and rounded squares (depending on the topology you want)
and it would make the whole process a lot easier.
Ahh I did consider that really, the reason is just that I have a lot of experience in studio but I don’t know how to work with Blender at all because I haven’t used it before. That’s why I find it much easier and more comfortable building the whole thing in studio. I thought maybe I could build the base in studio then smoothen it in Blender, but it seems to be acting up in Blender as well as shown in my reply to KajazBlade :')
Thank you! I ended up caving and trying out modelling everything in Blender. Turns out it’s not as difficult as I thought once I got the basics down after a few days. I could just make a low poly model then subdivide it and shade smooth, and I’m pretty content with the result so far, imports into studio just fine as well