Weird Mesh Lighting Issue

i’ll make this short, so I have a model of benny

When on voxel the lighting and shadows seem to be messed up

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However when on shadowmap it seems to be looking better
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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

All faces seem to be facing the correct way

Please Help

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I don’t think there IS a way to help… Just let players choose lighting settings in a menu.

technology cant be changed ingame, only in studio

I know. Let players enable/disable things like blur, clouds or sunrays. (or unnecessary props like lamp-posts or fire hydrants.)

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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)

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im not looking to change the technology and add settings for performance, i want the voxet technology used in my game

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yeah some of the plains run into one another to simulate fur, but theres like 10 thousand plains in my model so im not sure how i’ll do that fix

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Maybe its just me but I would only use planes around the edges where it needs to look furry and the rest a texture, seems better for performance

thats what it is
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I had to do it to meet the tri count requirements

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Rather than having a dense mesh, use PBR textures to emulate the same effect, this will probably also fix lighting.

Here are some videos for baking textures to make PBR:
Video 1
Video 2
Video 3
Video 4
Video 5

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im going for a fur look, not a cube with a fur image, it doesnt provide much of an illusion, hence why i didnt resort to pbr textures

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Hmm, yeah, roblox’s PBR rendering engine really sucks. I suppose then it’s just your models topology?

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im not sure what you mean about topology, are you talking about normals?

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No, basically:

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.

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already tried setting it to flat, doesnt work.

maybe this can provide more info about my problem?

the humanoid needs to form a shadow inside the mesh which doesnt make much sense
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so the lighting becomes all weird like this

note this doesnt happen if theres no parts inside the mesh, but in this case I need parts inside the mesh, whether they are transparent or not

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.

tampered with it, doesnt change anything,

also deleted the fur, also doesnt change anything
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This is unusual behaviour for a mesh, surely someone has encountered the same issue before

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.

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This is pretty funny, but i did a complete remesh and somehow it still does the same thing?,

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…