#.glb looks correct in 3D Viewer, but imports improperly in Godot

1 messages · Page 1 of 1 (latest)

lusty oriole
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Hi there. I'm not new to Godot, though I am new to the world of 3D and recently started learning Blender. I've gotten to a point where I've modeled a computer monitor that I'm attempting to import into Godot. In Windows 3D Viewer, the model looks perfect, but in Godot the texture appears warped. My first instinct is it's a UV unwrapping issue... but then why is the texture only looking strange when importing into Godot?

Some more context - I used a procedural shader that I had to separately bake the color, roughness, and normal textures. Then I fed those textures into a duplicate version of the object (into the Principled BSDF node in Blender) and exported that as .glb.

The first screenshot displays the output in Windows 3D viewer (the screenshot is low-res but upon zooming in the viewer, the imperfections in the material are clearly there); the other two screenshots display the preview in Godot.

Any help would be appreciated.

lusty oriole
silk ocean
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Looking at the glb the main issue is that the material uses the second UV map. Swapping their order should fix it

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Another issue unrelated, is the object is scaled weird. Select the object, go to object menu -> apply scale

lusty oriole
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Thanks. I reversed the order of the UV maps ("automap" is the correct one), and re-exported the .glb, but still see the same issue. I also just applied all the transforms. Surely I'm missing a step somewhere here still. 🙂