Missing parts of blender model/mesh

Hello there!

I have made an extremely basic model (no materials, textures, etc). I’ve had a look at the tutorials for ‘creating models properly’ but I can’t seem to find anything that would cover this.





However, when I import it into JMonkey, parts of it are missing :S.

I can’t seem to find the problem for this, any ideas?



http://i.imgur.com/KgV9w.png?1?5293

http://i.imgur.com/thYiX.png

http://i.imgur.com/gJNVW.png



Thankyou :slight_smile:

If you move the camera around, do other faces appear/disappear? If so you need to recalculate your normals. Ctrl + Shift + N in blender (or something like that)

@wezrule said:
If you move the camera around, do other faces appear/disappear? If so you need to recalculate your normals. Ctrl + Shift + N in blender (or something like that)

Wow that was a quick reply! Thankyou.

Yes it does!

I tried Ctrl+N in blender and CTRL + Shift + N. It's a little better but things are still dissapearing.

I believe your problem is that Blender renders both sides of triangles, while jME3 only renders the front. Try disabling back-face culling and see if that fixes the issue.

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you will need to flip them around yourself then it seems. Googling flipping normals/correcting normals in blender should yield a few clues.

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Disabling backface culling will work but it will increase the fill rate and hence reduce the fps, try fixing your model as @wezrule suggests.

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@normen said:
Disabling backface culling will work but it will increase the fill rate and hence reduce the fps, try fixing your model as @wezrule suggests.


Hey, thanks for the replies everyone!

Sorry I'm quite new to all this so excuse if i'm about to ask a silly questions or don't have this correct(been googling lots of information over the last half an hour :)):

So for the model itself i want the character to be able to navigate around. I realise now this why parts of the model are dissapearing/appearing on rotation and why changing the normals improved it to a certain extent.

Owing that a 'walls' within the house will need to be seen from both sides when entering a room, what would be the best way to go about this?

Thankyou

Hmm, would duplicating the house and changing the normals to oppose each other work :S?

Yea, usually when you want “solid” walls they actually should have a depth but depending on the use in the game and the layout of the house you can also have some double-sided walls. The issue is they would have to be separate objects which you should try to avoid. A box and a two-face quad should not differ much in rendering performance in the end.

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ah right, sorry i probably should have noticed that, i just thought u had really thin walls ^^, yeh your gonna want to model both the inside and outside.

1 Like
@normen said:
Yea, usually when you want "solid" walls they actually should have a depth but depending on the use in the game and the layout of the house you can also have some double-sided walls. The issue is they would have to be separate objects which you should try to avoid. A box and a two-face quad should not differ much in rendering performance in the end.

Hey, thankyou for the reply!

Last week when I was trying to build a house by effectively sticking blender cubes together and reshaping, I didn't have this problem (Only just remembered this now) and now know why :).

I tried to do it better this time, by a lot of extrusion from one plane which has resulted in a much better house but now have this problem lol!

Would there be a way to simply convert without having to redo this in blender as seperate objects? I guess there's a feature in blender somewhere that would allow me to cut/seperate something into two objects?
You said 'depending on the use in game', what kind of uses would you be referring to which would warrent which choice I should make?

The house itself won't be too complicated - 3 bedroom 2 floor house but furniture needs to be added for each room.

@wezrule said:
ah right, sorry i probably should have noticed that, i just thought u had really thin walls ^^, yeh your gonna want to model both the inside and outside.

Thankyou very much for your answers! :)

Do things ever go inside/outside the house? That would effect whether you model which bits.



Essentially anything a player can see needs modelling - and yes walls need thickness.



Extrude in Blender might help you out I think…

@zarch said:
Do things ever go inside/outside the house? That would effect whether you model which bits.

Essentially anything a player can see needs modelling - and yes walls need thickness.

Extrude in Blender might help you out I think...

Inside the house but not outside of it - although might be nice for the user to see some sceneray out there - but that shouldn't be a problem :).

I'm a little uncertain by what you mean with "anything a player can see needs modelling" - Havn't I done that with the house created in blender? I assume you mean something different but not sure what :).

I'll give the wall extrusion a go (on making it thicker) and report back :).

You’ve only modelled once part of the wall. Walls in real life have thickness after all.



If they can’t leave the house then you don’t need to model the outside of the house… You may need to model the surroundings (i.e. the view out of the window) but that is not the same thing…