When on voxel the lighting and shadows seem to be messed up
However when on shadowmap it seems to be looking better
My game uses voxel, I do not want to use shadowmap/future/compatibility since i want to preserve performance, I need a fix apart from just changing the lighting’s technology
I think some of the polygons are directly on top of each other, I have had this problem in the past. (But you might as well try rotating a few the wrong way just to see what happens)
The term topology refers to the distribution and structure of vertices, edges and faces of a 3D model . The topology shows how well in your 3D model vertices it is organized. The better everything is done, the easier and faster it will be possible to work with your 3D models.
You usually need to have all quads in your meshes so that your mesh is considered to have “good topology”. You could also try setting the shading property to flat for the mesh in blender? Maybe that could work, not too sure.
Hmm… then try tampering with the cast shadow property on specific parts on the humanoidrootpart? I don’t think there could be a solution to this other than tampering the castshadow property of greatly fixing the topology of the mesh.
Yeah, that definitely seems like it’'s an issue with the topology of the mesh. Try remaking the base mesh or just fixing the topology using subdivision modifier and remesh modifiers or just looks some tutorials on retopology online.
This is a bit odd now. For me, using such modifiers fixes this bug if it happens… Does this happen still if you disable GlobalShadows in lighting with the original mesh because this remeshed mesh looks uhhh… really bad…