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MSFS20 Textures bleeding through

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denmark
I am currently converting my AI ships from standard FSX GMAX format passing trough wavefront obj to native MSFS with PBR in Blender - most works fine, however with many of my newer models there are issues with the areas where a polygon in GMAX was textured on both faces. If I in Blender tick doubled sided the texture bleeds through in these areas - if I do not tick double sided parts of the polygons go transparent... Any good ideas?

doubblesided.JPG

Double sided... the texture is bleeding through on the roof of the bridge

singlesided.JPG

Single sided there are transparency issues with polygons missing
 
I have never had good experiences with double sided polygons in earlier versions of the sim and my rule is to mirror the opposite side, if I find it necessary to display both. GMAX to Blender seems like an adventure and obviously, you are trying to avoid recreating the entire model.

In my 3d software, I can isolate polygons, based on materials. So for me, it would be easy to duplicate the affected polygons and then reintroduce them into the model as unique, single side textured polys, after which I would check the model for visual anomalies, caused by those coplanar polygons.

I suggest you attempt this work around, if your software allows.
 
I have never had good experiences with double sided polygons in earlier versions of the sim and my rule is to mirror the opposite side, if I find it necessary to display both. GMAX to Blender seems like an adventure and obviously, you are trying to avoid recreating the entire model.

In my 3d software, I can isolate polygons, based on materials. So for me, it would be easy to duplicate the affected polygons and then reintroduce them into the model as unique, single side textured polys, after which I would check the model for visual anomalies, caused by those coplanar polygons.

I suggest you attempt this work around, if your software allows.
Thanks Rick, as I am still a beginner in Blender I don't know if and how I can do that in Blender without altering the total mapping. And, yes, the prospect of having to redo the bridge on several hundred models is not too attractive :rolleyes:
 
Your first image (with double-sided textures) looks like a problem of Z-fighting. Where is the American flag in your model? Is it on the ceiling of the bridge? Could you lower the flag by a millimeter in Blender and see if that fixes the bleed-through?
 
Well, that could probably also have solved it but would have required more work... But I realized by exporting the mdl as wavefront old obj instead of wavefront obj in MCX the problem was solved... Once again MCX saves the day :D Thanks Arno.
 
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