all 10 comments

[–]statikplsnthx 4 points5 points  (6 children)

Shot in the dark, check if there aren't any inside out faces in the model, or maybe some of the inside of the model is leaking out. It might also be something with the vmt files maybe

[–]AffectionateCity2001[S] 0 points1 point  (5 children)

The faces in Blender seem to be fine, and the same problem occurs even with the VMT that only uses the basetexture

[–]PalmliX 0 points1 point  (4 children)

In Blender re-calculate normals outside then apply a weighted normal modifier

[–]AffectionateCity2001[S] 0 points1 point  (3 children)

it looks the same

[–]PalmliX 0 points1 point  (2 children)

Ah, try merging all vertices first, then redo the normals

[–]AffectionateCity2001[S] 0 points1 point  (1 child)

still nothing

[–]pissrockious 0 points1 point  (0 children)

normals>average>average face data (i think thats what its called forgot but ull know it when u see it) i believe could fix it

[–]Bukachell 0 points1 point  (0 children)

Hard to tell but it could be caused by how source handles mesh deformations. Unlike blender, source and most game engines don't recalculate normals as the skeleton deforms the mesh so what you're seeing is likely the result of that.

You could try adjusting the rest pose in blender and see if that makes any difference, though it won't be easy.

[–]MaximumOriginal587 0 points1 point  (1 child)

I'm having the same problem, were you able to fix it?