The creator of this method actually contacted me back, and he said “unless all your parts are perfect squares theres always going to be a little bit of stretching because of how it divides parts. If you have a 3,1,1 part with a voxel size of one its always going to be cut into 2 1.5,1,1 parts and stop there since if it went lower the size of any given axis would be smaller than 1. You might be able to fix the issue by doing some rounding magic, if you need any help my discord is in the description, feel free to ask.” So, it sounds like this issue is unfixable without fully re-doing the entire voxel module. I’ve turned to a different, more advanced module, VoxelDestruct | Voxelated destruction physics with greedy meshing, hitboxes, and more!, that works way better in my opinion, and much more efficient and versatile, especially for what i need from it.