#✅ [Solved] Gaps/seams appearing on the compiled model

1 messages · Page 1 of 1 (latest)

mellow basin
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✅ Solution:
#1159972138283970641 message

Hello everyone! Im trying to make a super simple pumpkin basket model in Blender. After exporting I get some artifacts on it. I've tried many ways to solve it, but none of them work. If anyone has any ideas why it's happening, please let me know.

This is only part of what I've tried, I can't remember everything:

  • Checked normals
  • Removed doubles (merge by distance)
  • Added padding for UV
  • Used Triangulate modifier
  • Used Weighted normal modifier
  • Used normals autosmooth 30/65 degrees

Video:
https://youtu.be/6_ND74T3m0c

vernal sparrow
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looks normal

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source engine, of course as old as it is, is going to render models differently than how blender will try to render them

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if you’re talking about the thin holes in the mesh, I need to ask what you’re using to compile with (please don’t say cannonfodder, as it’s outdated asf.)

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what’s your qc? vmt?

mellow basin
mellow basin
# vernal sparrow what’s your qc? vmt?

I'm using Crowbar. It's my QC, from Source WIKi:

$modelname    "props_halloween\hw_pumpkin_basket.mdl"
$body mybody    "hw_pumpkin_basket.smd"

$surfaceprop    combine_metal
$cdmaterials    "props_halloween\"

$sequence idle    "hw_pumpkin_basket.smd" // no animation wanted, so re-using the reference mesh

$collisionmodel    "hw_pumpkin_basket_collision.smd" { $concave }
vernal sparrow
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yeah, the qc looks normal. I’m guessing there’s either something wrong with the export or with the vmt file

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have you tried increasing the distance when you Merge By Distance?

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I take it you built the model from a simple cylinder or uv sphere, but worth checking since you mentioned using that.

mellow basin
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My .vmt is:

"VertexLitGeneric"
{
    "$basetexture" "props_halloween/hw_pumpkin_basket"
    "$halflambert"    "1"
    "$nocull" "1"
}

Yes, I made it from the UV sphere, left 1/4, so I cut other 3 parts and used mirror for X and Y, after I did all editing, I applied modificator and merge all. And I tried to increese merge distance till it's making no damage to geometry.

So right now when I apply it again, it doesn't merge anything

vernal sparrow
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guessing the “gaps” are the opposite side of the face trying to render underneath—yep

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Remove $nocull

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You can save and the material should reload itself in game

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Up to you tho.

mellow basin
mellow basin
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Next goal – inside geometry, hope it's dosen't gonna have any gaps 🤞

vernal sparrow
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Even if you have it show up a lot of times in a scene; drawcalls (every material + rendering transparency) will usually bog it down more than the poly count will

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Depends on shader complexity really. I used to have a GeForce 210 that was slightly sluggish with phong but still could play 40fps in tf2 without it or 20fps with. -not particularly complex models, but polycount could contribute.

mellow basin
vernal sparrow
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alright, yeah. I have no clue then.

See if you can put your smd & model files into a .zip and upload it here. Someone else might be able to debug this for you. I don’t have access to my computer for a while

placid sphinx
mellow basin
mellow basin
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Solution:
I still have no idea what the problem was, but these gaps appear after I add interior geometry using the Solidify modifier. So maybe I'm using it wrong, but I decide to try the Mirro modifier (or just copy it with Shift+D) and scale the copy down a bit. After that I connect 2 shapes, merge everything (M) just in case and recalculate normally (Shift+N) and it works. It's probably not the correct way to fix it, but it works for me

UPD: Actually, you can just split the inner and outer geometry (Y in edit), even after using the Solidify modifier, works too