DamagedHelmet has gaps
A user request via LinkedIn, could we please fix the holes or gaps in the sides of the DamagedHelmet?
“the horizontal seam in the middle of the helmet along with the two holes above and below the "nozzle" shape at the corner of the visor. (Visor doesn't extend far enough.)”
@echadwick-artist Thanks for letting me know you created this issue and including my screenshot! I haven't noticed any holes in other models but I also haven't spent a lot of time looking.
For the one hole it looks like another triangle will need to be added as the one triangle vertex is back up inside the model.
i.e. The red circle is NOT a vertex. (I had assumed it was before looking at the wireframe.)
View from the inside looking out with the triangle in question. The green circle shows where one of the holes are:
If more screenshots are needed just let me know!
Some context/history:
Just wanted to say "Thanks!" for these (free) models -- they have been a HUGE help. A few years ago when I was implementing PBR on Second Life (and Euclid took care of importing glTF) this was THE primary model I was using for testing (due to it having ORM, albedo, and emissive channels) and noticed the holes on the side.
A secondary model I used was the Flight Helmet but the holes there are intentional. IIRC I think that model is what "tipped" me off to the holes in the Damaged Helmet model. :-) The only "issue" I had for the Flight Model object was trying to figure out the "correct" color of the brown leather across multiple DCCs: Blender (both with Path Tracing on and off), Substance Painter, the glTF-Sample-Viewer, and in-game in Second Life as there were very-slight differences in hue but that is/was a separate (PBR) issue in the industry due to there not being a standardized HDR environment map.
It literally says that in the name: It's a damaged helmet 😆
But seriously: Is there a technical reason (like ~"trying to make something watertight"), or is this a purely aesthetical concern?
I don't have toooo much experience with 3D Modeling, but it can be difficult to avoid such gaps when different discretizations meet each other. And ... there are probably other models with similar gaps - from a quick search, e.g. the https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main/Models/SciFiHelmet
Is there a technical reason (like ~"trying to make something watertight"), or is this a purely aesthetical concern?
It is both:
- Function: Air-tight means it can be used for advanced meshing algorithms, and
- Form: to me it sticks out like a sore thumb; is a sign of sloppy work.
the https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main/Models/SciFiHelmet
Yeah, that one has holes on the top too. :-/