#Blender to Godot texture UV issue

1 messages · Page 1 of 1 (latest)

candid vortex
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When I export my blender model to Godot the texture UV is displaced by quite a lot

Anyone has experience exporting between godot and blender ?

warm oak
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How are you moving your textures between blender and Godot? Are you using gltf, adding the blend files directly into the project, or something else? Id also recommend checking that the uvs you unwrapped in blender and the ones that are visible in Godot align properly

candid vortex
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@warm oak I'm saving as a .blend and a .glb file which export the texture with the model

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Are you suppose to export both seperately ?

warm oak
candid vortex
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I'm not doing much honestly, i made the model from scratch from a pixel art, could this be the issue ?

candid vortex
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I followed a tutorial to set up .blend imports

warm oak
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However glb should work perfectly fine, if you want to check your uvs, go into the scene with your object, select the mesh instance of the object, then you should see, along with where transform widgets are, a mesh instance button. You can then click on mesh instance to view your uvs

warm oak
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Potentially it could be some issues with your normals as well

candid vortex
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Also it looks like there are 2 flower texture one on top of the other ?

candid vortex
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i will try upscaling my base sprite to test

warm oak
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I think it probably has to do with using UDIM just based off your screenshot. And possibly with your tiling mode set to extend? Other than that it should be working

candid vortex
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OK that change it

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apparently something is "off" by one? pixel in godot and using bigger sprite fixes it

warm oak
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If you fixed it, nice tho

candid vortex
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Thank you for guiding me, see if I only upscale my texture by a factor of 2 we get this

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weird

warm oak
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One sec lemme get on my computer, but it should be under the flower texture itself, i.e the image of the flower in godor