I have researched top methods but unable to get rid of seam/zipper down the middle of my model

Apologies for asking this question. But my model is doing something slightly different from the models made by users that have asked this same question. Any advice or Blender add-ons would be appreciated.

I have also already tried making sure that subdivision modifier came after mirroring in the modifier list. The modifier was added so long ago in the making of this model that I have already pressed applied and that modifier or action cannot be seen again. I have also messed with shrinkwrap and boolean settings the way that other users with seam issues were told to try messing with them to get rid of seams.

I have already tried Quad Remesh and Mesh Heal addons. Both are really good, but I have not been able to get either of them to help target the seam issue specifically.

My model has a seam down the middle of it because I basically took a reference photo and traced it with a bunch of planes. I then proceeded to apply a mirror modifier and flip the mirrored half to share the same coordinates as what was being mirrored. I separated the two halves slightly and extruded them so that both halves were no longer paper thin. I deleted the inside faces of the main/original half and then activated clipping so that I could extrude the two halves to be joined together. Once I was done, I proceeded to smooth out my model and add a subdivision surface modifier which made it into a high poly. I am now happy with my model, and I also have a low poly/decimated version of it. However, no matter what I research or do, there is a really annoying seam down the middle of my model. There are also some places where it has opened gaps. In other places it seems to poke out of the model slightly.


Seam.


Gap opening & closing.


Gap poking up sharply through model.


Unrelated to seams (or maybe it is?) Horrible pinching that have untouchable vertices/faces. Even on the low poly version it is not possible to manually fix.

Is there any kind of blender add-on that could maybe make fixing something like this faster?

You should be able to move the border vertices to the center line. Check ā€œclippingā€ in the mirror modifier to make it easier

Would it be best to do this on a decimated low poly version of the model? A large part of the issue is this is a high poly model and also my first model I have made digitally. I am more used to sculpting with real clay. Since I am new to making models digitally, it took me a bit too long down the line to realize how many issues this seam could cause if I didnā€™t get rid of it before making it high poly. I also had to save the project and close Blender after doing this because I had to step away for a break. So, it is too late to go back into the action list in Blender and find how the model was before the seam became an issue.

I am also simultaneously too scared to decimate it. Even though decimating it would get me less vertices, it might not subdivide back into a high poly in the same way that this one did. Iā€™m pretty attached to how the high poly turned out look-wise despite the seam. Hopefully there is a method to get rid of it on the high poly.

I see, for digital modeling there are a few good habits to take in. First off, keep several versions of your files. Either turn on autosave in preferences or do it by hand (I personally do it by hand), by doing an incremental save (in file menu). This way you can always go back to a previous state of your model. Zbrush for instance keeps a complete history of each action inside your working file but Blender does not, so incremental saves are all the more important.

Second, modifiers are non-destructive for a reason. If you apply a modifier, itā€™s baked into the mesh now, and you canā€™t go back unless you open a previous version of your project. So just keep modifiers around (unless a very specific need to apply them arises)

This is entirely dependent on what youā€™re making, the general definition of it, etc. You can absolutely get back a proper mirror line even with a hi-def mesh, itā€™ll just be a little more work to set it correctly. Have you tried?

There is no reason to say goodbye to anything youā€™ve made. You can duplicate your object, hide the original and do the changes on the duplicate. Going digital has its advantages, go and leverage them!

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In my opinion, a good option would be to ā€˜re-topologiseā€™ your model. Weather your model will have a rig and deformation or if you want to texture it, having evenly distributed quads (squares) will help a ton. (the blue and orange are bad, green is good)

Retopology will help cover all the issues here, the seam + quality of the model for other tasks.

If you donā€™t want to mess with that, try these few things

  1. Smooth/Flat brush in sculpt mode
  2. In edit mode, select all vertices and merge by distance (to eliminate any overlapping vertices)
  3. Again in edit mode, with xray on, go along problem areas and manually fix the gaps + delete vertices that dont contribute anything
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