• 3D
  • importing glb from blender does not scale or show textures in Godot.

HI when I make GLB files on blender it seems to export properly. When I open in other applications it looks find scale and texture wise.

In Godot it does not show the textures instead appears as white. The scale it shows up as 250units.

I only use blender to convert the files to glb btw. Ill keep messing around with this but any suggestions on the format I would be apreciative especially the scaling aspect. As its irritating to have mess with a model larger than my whole world scene.

1 unit is 1 meter, so 250 units is 250 meters, which is crazy (unless you are making a whole building). In Blender you can scale the model down and then apply all transformations, which will reset the scale to a normal value (if you don't do this, it will still be big when you export).

Textures should show fine, but check the material in Blender and make sure it is standard. I don't think you can export custom (node based) materials without special work. But the standard material is supported.

In Blender you can scale the model down and then apply all transformations, which will reset the scale to a normal value

Ok I see if that works for me.

I don't recommend glb, its always caused issues for me. I've been using gltf embedded and its far better. In terms of missing textures, this may be related to your node setup on Blender. Here's the node setup of one of my assets in blender which exports with both of my used textures (including normal and diffuse). You can also connect textures directly to base color in principled bdsf and it should also export fine. If your colors are just a flat rgb color, it will not transfer. My player model has no textures and just color right now and whenever I import it it never has color.

GLB works, but you have to make sure everything is setup correctly in Blender.

@cybereality said: 1 unit is 1 meter, so 250 units is 250 meters, which is crazy (unless you are making a whole building). In Blender you can scale the model down and then apply all transformations, which will reset the scale to a normal value (if you don't do this, it will still be big when you export).

Textures should show fine, but check the material in Blender and make sure it is standard. I don't think you can export custom (node based) materials without special work. But the standard material is supported.

The scaling is bizaare for me, tinkercad, anim8or or blender all of them a standard exported 1x1 cube = massive models in godot. I am having to scale down to 0.01 to get small enough to fit on my map in godot. A model in tinker cad 1/8" tall is almost a meter tall in godot- I have no idea how to relate the scales of any of these systems back to godot. And all I can do in blender is import and export models- I absolutely cannot stand using blender at all.

Honestly this where I have in the past got frustrated and given up 3d modeling which kills my games. My modeling experience is in cad systems for furniture and construction, so my ignorance of not even knowing what my question should be is frustrating to me.

It's all about that floating point precision. Apps like blender and even more so CAD apps want to maximize the precision, while game-engines like godot don't so what 1.0 equals can differ for precision reasons.

I went to sketchup 2018 made the model at 12" exported as gltf, it imported to Godot at roughly 12" and imported all textures.

Yes, different exporters in different DCC might handle scaling differently. In case of blender the issue isn't actually blenders scene but the exporter scaling. There should be a scaling property in the exporter settings.

The default Blender settings should work, but you can adjust the units if they are not correct.