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Check inside your model for hidden faces. You may have joined a couple of opposing verts creating faces inside the mesh..
Edit, also check for non manifold vertexes, you may have disconnected doubles.
When using the edge split modifier, you are splitting the two vertices at 90°. So you would effectively have non manifold vertices at every sharp. I don't know of any other way of creating sharp edges on a model.
to fix the problem, remove your edge split modifier(or turn it off), check your original mesh for doubles and internal faces and incorrectly connected vertexes. Clean up the mesh then reapply your edge split. Re-export and recompile.
I'm working a similar problem here with the roof on this train locomotive. I created the problem while indenting the ribbing using mirror and edge splits modifiers and applying them. It really pooched things up. LOL
https://i.imgur.com/U6nT3vP.png
To be honest, there were no strange vertices out of position like the image you posted. Everything look pretty normal and how it should look in the model viewer in Blender. The normals are fine and facing the right way. There were no doubled vertices or anything like that.
I just don't know why the model is being lit this way.
Closer view of the one of the problem areas
https://imgur.com/ekUdyPQ
So it seems that every quad face gets split into two tris(s) and from the strange lighting after the compile, it seems that only one tris gets lit while the other one stays in shadow. I have no idea why it keeps doing this!!?!?
(in Face Mode, Select all faces and then use the Quads to Tris function in the Face Menu option)
What does that exported SMD/DMX look like if you re-import the export back into Blender?
Also, try the recompile after converting quads to tris.
Very strangely, it would seem that the process of the Source Blender exporter, where it converts the model to a .SMD, automatically marks sharps. I imported the .SMD back up into Blender and oddly enough, it seems to have marked a load of new sharps. It seems to be doing it randomly along flat faces.
Left Original | Right Imported
https://imgur.com/QDuDCkj
You can't open a Blender 2.80 .blend file in 2.79, but you can append the model from the 2.80 .blend into 2.79. You may have to remove doubles to get it back to the original state then add your edge split modifier.
If the problem seems to go away when using 2.79, you might want to move this into the Bug report section here. I know that Artfunkel is actively investigating and trying to fix the problems the 2.80 update has caused and this might be something he needs to look at (especially with 2.81 sitting in the wings). But keep in mind he is pretty swamped with other "major" issues.
I have no clue what is causing this issue. I am pretty sure my technique for creating the model is fine (and to be honest, it isn't a particularly complicated model). I do not know whether this could be a .VMT issue, or whether is it a problem with Blender?
Create your model. Leave it as quads, add your modifiers, but don't apply them before you export. Export your model and let Blender Source Tools and Studiomdl do the work with the modifiers. Try a compile. See if that fixes your problem.
Sorry, that should have been the Context Property panel (the old Vertex panel, looks like the inverted triangle) under Normals....
I'll post the Crowbar.exe compile log just in case there might be a problem there.
Compile log