Mesh Issue in Studio

So, I had a glock made recently and I tried to import it to studio.
At first I had a too many tri’s issue so I decimated some parts and in all came in well.

That was until I realised when I went to move the bolt of the gun back the handle was invisible on the inside. This is really an annoyance to me as I’ll be animating this for first person where small details like this will matter quite a lot.

This was happening because of a mirror modifier

I tried a few things:
For 1, I added a solidify modifier to the handle but, despite it possibly working I wouldn’t be able to tell because it added on 10k tri’s and at that point I could never import 20k tris to studio without having to decimate it to the point it’d look like a default blender cube.

2nd, I tried to remove the mirror modifier and actually just physically duplicate half of the handle and then flip it manually and join the parts. Despite my efforts, when I imported it to studio half of the pistol was missing (or more so invisible). It got so annoying I even tried to flip it in studio.

3rd, I knew the only way was to solidify it but it added to many tri’s, so I decided to cut my model into half a selection and try export it that way, but unfortunately, despite this working it comes with the issue of seems and ugly texture burns.

So now I’m in a bit of a predicament and have no idea on how to fix this issue. Does anyone have any ideas? Maybe other remedies or even a way to make it so my solidify modifier cuts down some tri’s? Please let me know.


(Displays how the inside is invisible)

Click view then properties click the mesh and click double sided

Would I do that in studio or blender?

You could do them in blender but you can in studio too

Thanks so much bro, you’ve literally saved me a whole lot of time. Appreciate that a lot. :+1:

Np I used to have this issue lol

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I’d avoid using using that property to specifically fix this kind of problem, since using it essentially requires studio to double the amount of resources it spends in order to render the mesh, since it now has to render every single face not one time, but two times.

Instead, if possible, I’d do the following:

  1. Separate that front part (the one thats giving you issues) from the rest of the model
  2. Add a solidify modifier that goes inside, instead of outside
  3. Apply the modifier, and remove the faces you don’t need
  4. Join the front part back to the part it was joined with before
  5. Mesh > Cleanup > Merge By Distance

This would be a more efficient way of fixing the problem, though if you don’t use the model that often, using the double sided property would be fine.

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could be the face orientation try fixing that

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