I don’t know if this is the right category but I’ve never actually made a post on the dev forum before. I tried looking for other topics about this to see if anyone else had this problem, I think it’s a problem with the mesh itself and not roblox’s system but I just wanted to be sure. I’m pretty new to modeling but I don’t want this to happen to other meshes, and if it does I want to know how to fix it.
There are black lines around where the model bends. When I get close they go away but in blender they aren’t there at all. I just wanna know if this is like a problem with the mesh itself or a problem with ROBLOX. Also, I’d like to know how to fix it if anyone knows.
Can you show some picture inside of blender? and also some pictures of the black lines in studios. This may be because of Flipped normals but ill need some more information on what your problem is.
Yeah, like thetankwargunner said, your normals (faces of your mesh) might be flipped in the wrong direction. That causes the invisibility of them when you look at them from outside of your mesh.
Here are some fixes you can try, If the problem persists - please add a screenshot inside of blender and maybe more angles in studio as its hard to determine what exactly is causing this.
Inside of blender (in edit mode) press “A” to select all and then simply “M” and select “by distance” - this will remove any duplicate vertexes you may have and will prevent any issues in the next step.
(Again in edit mode) press “A” to select all and then Ctrl+N. This makes sure the “normals” are facing the correct way, basically making sure your mesh is not inside out.
You haven’t mentioned texturing so I’m guessing this is purely a mesh issue.
I already tried that. I forgot to add that I tested this in game too not just studio to see if it would show in game and it does. I don’t think it has anything to do with graphic settings.
Yes this is an issue with your texture, the lines are seams. for a single colour like this you can simply scale to about a pixel and put them onto the colour you want - such high resolution is not necessary.
Create a small image containing the colours you want to use, this is called a texture atlas.
In blender select the faces you want and drag them to that colour.
you can have a really low resolution for this as it does not contain anything apart from solid colours.
did you create a material and connect the image? turn on uv sync selection as it will help you see where each face is located.
Its the one on the far left.