#Blender to Godot texture UV issue
1 messages · Page 1 of 1 (latest)
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
@warm oak I'm saving as a .blend and a .glb file which export the texture with the model
Are you suppose to export both seperately ?
Not necessarily, when I'm initially prototyping, I like using the .blend file until I have a finalized version to allow for quick changes, as you can see here https://docs.godotengine.org/en/4.1/tutorials/assets_pipeline/importing_scenes.html
Godot scene importer: When dealing with 3D assets, Godot has a flexible and configurable importer. Godot works with scenes. This means that the entire scene being worked on in your favorite 3D mode...
I'm not doing much honestly, i made the model from scratch from a pixel art, could this be the issue ?
That's what i'm doing
I followed a tutorial to set up .blend imports
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
Ahh, ok, that could potentially explain it, how is your material set up in blender? Is it just a texture directly into a pbr node? Or is it something different?
Potentially it could be some issues with your normals as well
Also it looks like there are 2 flower texture one on top of the other ?
I clicked on base color and chose my flower.png file
i will try upscaling my base sprite to test
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
OK that change it
apparently something is "off" by one? pixel in godot and using bigger sprite fixes it
When you're importing in the texture in Godot, are you also using "closest" under the import settings?
If you fixed it, nice tho
Thank you for guiding me, see if I only upscale my texture by a factor of 2 we get this
weird
in these settings ?
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