For some reason, the lighting on all my imported meshes seems to be entirely dependent on one face. In the example shown it seems to be the bottom face, and when it is rotated to point toward the light source the entire object gets brighter. This issue doesn't happen with built-in meshes. I have tried both obj and gltf.

Version: 4.1-dev

  • Megalomaniak Yeeeeeep that did it

    To anyone running into something like this in the future: Blockbench exports messed up models. Run them through Blender first to clean everything up.

clarence112 Digital Content Creation Suite, i.e. what you created the asset in/exported from. And if you created it with some custom solution and not a general purpose DCC then I recommend importing it into something like Blender or Maya and check the mesh normal data out in there.

    Megalomaniak Yeeeeeep that did it

    To anyone running into something like this in the future: Blockbench exports messed up models. Run them through Blender first to clean everything up.

      General note, you do mostly have to have control of the asset pipeline. Most of my demos used paid assets, and almost none of them worked out of the box. I had to import into Blender, fix scaling issues, texture/material, etc. and probably like half of the models were beyond repair. So you want to have a DCC tool of choice, like Blender, and get the pipeline solid first. Sadly many apps use proprietary formats or don't support open standards, which leads to unneccessary compatibility issues. Just the nature of the game.

      clarence112 Blockbench exports messed up models.

      To be clear I think it's intentional and not messed up per se, the intention is for a 'voxel' like meshes - sections of which would respond to light uniformly. It's a specific style choice.