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[HELP NEEDED] 3ds Max Skin In-Game has Open Seams/Gaps on Model


NootOhashi
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Not really sure what the problem is exactly as to why it's not closing the seams. I've tried to weld the vertices and tried to edit the normals and neither have fixed the issue. The right side of the body has this issue with a big gap between the model and a bit on the left arm as well.

(Using 3DS Max 2017 and Original Kam's GTA Scripts)

 

Here are some screenshots from 3ds max:

 

Right Leg Seams:

dvzdTaT.png

 

Body Seams:

zVHCuQJ.png

 

Included this one since the hair In-Game has gaps as well:

321pdAg.png

 

In-Game:

 

Hair has these gaps but isn't shown in 3ds Max:

2Ztvu1v.png

 

Full Body shot with straight line of a gap going down the right side of the body:

I5jD1np.png

 

I think I have fixed it before but in an older version of the model that has been deleted unfortunately. I personally think it's a vertex issue where the welding of vertices won't apply correctly. Even welding it together with different thresholds such as 0.001 and 1.0 haven't fixed the issue either.

 

If anyone can take the time to help me out on this I'd really appreciate it!!

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It looks more like a texture problem to me. Do the skin textures have alpha? Are the seams visible if you load it in-game without the textures?

Edited by LUISDooM
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39 minutes ago, LUISDooM said:

It looks more like a texture problem to me. Do the skin textures have alpha? Are the seams visible if you load it in-game without the textures?

I do have some slightly transparent textures (to add shine or detail) on the top of the hair that don't seem to interfere or cause trouble. I loaded it in-game without the textures that were messing up and it didn't show any seams :^) Would this be a low-res texture issue then? my dff file is bigger than my txd file in size.

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I see. Now this is the big question: What was the original format of the model? Was it .obj model? If that's the case I guess it's not fixable.

It may sound unbeliable, but using .obj models as a base for a skin may result in the textures messed up like that, I don't know why that happens.

Your best option is to convert the original .obj model into a .3DS model and rig again. Using the same skin as base will make things easier.

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1 hour ago, LUISDooM said:

I see. Now this is the big question: What was the original format of the model? Was it .obj model? If that's the case I guess it's not fixable.

It may sound unbeliable, but using .obj models as a base for a skin may result in the textures messed up like that, I don't know why that happens.

Your best option is to convert the original .obj model into a .3DS model and rig again. Using the same skin as base will make things easier.

The original format was actually a .pmx model but decimated a good amount due to high poly count and not being able to import it into the pmx plugin. Really strange that .obj models could result in that too. Probably has to do with it being an .obj and not .fbx since those carry the textures and .obj doesn't. I will try out converting the model to .3DS and see if that works :^)

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Okay I solved the issue now. Turns out the textures were indeed too low res for the model and I guess it couldn't wrap around it fully so having higher quality textures fixed the gap in it. No re-rigging necessary, thank you for pointing me in the right direction and taking the time to help me out I really appreciate it!! 😁😁

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