Hello, I made a glitter-cow in blender, but when I try to load it in blender, it looks like this. It is my first time using 3D so any help is appreciated.
The model has got 3 materials and 5 meshes (each mesh uses only one material)
I know the glitter material will be more difficult to work, but the black spots are not even in my model ??
#Blender materials
24 messages · Page 1 of 1 (latest)
raylib's default shader is VERY basic. raylib does not have a PBR material pipeline like blender does. all you are going to get is the basic texture.
anything else you have to implement in your own shader and your own systems
raylib is not a 3d engine, it's much lower level
ob doesn't even read in the texture, that's why it's black
glb at least reads in the vertex colors and the base texture
other than that, you have to implement materials on your end in GLSL shaders.
does that mean that I may only use one material?
also, is there any tutorial for using shaders in models?
it means that you have to build a material system in raylib
raylib does not come with one
there is an entire section of examples for using shaders
raylib is much lower level than I think you realze
it's not an engine that a designer can use, it's not like unity or unreal
it's a basic programmer framework
anything above a basic texture, you have to write code to support.
I know that raylib is low level, just like opengl, but its my first time and I dont know anything x)
I sugest you go over the model and shader examples
that way you'll get a better sense of what raylib does out of the box and what you'll have to add
openGL doesn't know what a 'material' is
raylib doesn't even do lighting for you
me neither lol, thank you so much for your help, Ill look into it