• 3D
  • Importing 3D Texture

Good evening!

I'm quite new to GODOT engine, and I'm currently dabbling my hand in to importing textures to 3D Models. I've followed numerous tutorials but just cannot get any of this to work!

I've made a simple 3D model in Autodesk 3DS MAX of a pallet, which has a very simple Ink 'n' Paint material applied.

As you can see from these screenshots, they don't seem to map up correctly? I've flattened UVs on the model which all went fine? I've exported as DAE and OBJ but both have the same outcome.

ANY HELP PLEASE? D:

Looking at the screenshot, it appears the UV scale is messed up, either in Godot or in the exported 3D file. In the UV tab of the Spatial Material, you should be able to change the UV scale until it fits. Looking at the picture, I believe the scale needs to be either 4 or 0.25, as it looks like it is off by a factor of 4.

Also, welcome to the forums! :smile:

@TwistedTwigleg said: Looking at the screenshot, it appears the UV scale is messed up, either in Godot or in the exported 3D file. In the UV tab of the Spatial Material, you should be able to change the UV scale until it fits. Looking at the picture, I believe the scale needs to be either 4 or 0.25, as it looks like it is off by a factor of 4.

Also, welcome to the forums! :smile:

Thanks for your rapid response!

Unfortunately this hasn't solved it :(

Yeah. Didn't think so. Hmmm. Try viewing the model with blender, i.e. import the model you just exported back into blender. Let's see if it's an issue with the exporter or with Godot's importer.

Make sure you don't have world triplanar enabled in the material.

@Megalomaniak said: Make sure you don't have world triplanar enabled in the material.

That option wouldn't matter, since triplanar is disabled all together for both UVs. Look back at the screenshot.

@Names_Pending said:

@TwistedTwigleg said: Looking at the screenshot, it appears the UV scale is messed up, either in Godot or in the exported 3D file. In the UV tab of the Spatial Material, you should be able to change the UV scale until it fits. Looking at the picture, I believe the scale needs to be either 4 or 0.25, as it looks like it is off by a factor of 4.

Also, welcome to the forums! :smile:

Thanks for your rapid response!

Unfortunately this hasn't solved it :(

Looks like it is not an issue of scale then. I agree with @SIsilicon28 - maybe try viewing the exported model in something like Blender and see if the issue is present there too. If the issue is present in both, then something during the export process is likely causing the issue. If the issue is not present, then it may be something with how Godot is importing the file.

Hi all,

So I'm not used to Blender (I use 3DS Max for modelling), but I've imported it through and re-exported as OBJ and got the same result? Really unsure on where I'm going wrong?

So it's 3DS Max's exporter then. Unfortunately I've never used 3DS Max before so I'm not able to pinpoint what exactly the problem is. Maybe someone here knows how to use 3DS Max? Otherwise, you could probably search online to see if others have this problem.

I've just tried using Blender again and the Better Collada Exporter but when trying to install the plugin it can't be found? I'm using the latest version of Blender.

Could this potentially be the issue?

I don't think the better collada exporter work with 2.8x, however the gltf exporter in blender 2.8x should work.

Or even the default obj exporter. Blender should come with one.