Game Development Community

Visible mesh seams with multi mesh model

by Joel Hargarten · in Artist Corner · 07/12/2006 (8:19 am) · 4 replies

Hey everyone.
I have recently constructed a model that has each body part made up of a different mesh. It will soon use the node/mesh hiding system to allow for different looking characters. The only problem that I am having right now is that there are visible seams where each mesh begins. I will admit that I am not the best modeler and have limited experience with 3ds max. What is the reason for this? I created the model first as just one mesh, then I used 'cut' and 'detach' to create the segments. But now there are seams in between and I havent even moved the newly detached segment. or is this not a modeling issue and instead uv map issue, because the model is already textured? how do I avoid having the visible seams in my model? thanks.

#1
10/16/2009 (5:50 am)
We are having the same problem. Any chance you figured it out yet?
#2
10/16/2009 (6:02 am)
what do you mean by "visible seams"? any screenshot?
#3
10/16/2009 (2:35 pm)
You need to adjust the vertex normals. If you look at the orientation of the normals you will see that at the open edges taht the normals point in a different direction. This is what is causing a visible seam between the meshes. To fix this you simply need to adjust the normals between the open edges of the two meshes so that they point in the same direction.

The image below should explain what I am describing...

fosters.realmwarsgame.com/gg_help/segmesh_normals.jpg
#4
11/05/2009 (7:15 am)
I think this resource could help on this, as by default DTS exporters does export only smooth groups and not custom-specified normals.