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  • There is a reason the textures i put in the albedo are no seen?

Megalomaniak

I dont understand, i only have seen uv options in textures archives. Where i can find the uv option in meshes?
It is probably that.

    cybereality. I want they separate, and that is not the problem, i just want the texture of the body ( icon of godot in red) and head( icon of godot in blue) to be seen but only the colors are visible, the drawing of godot icon isnt. This is what to want to know how to do because it happens in every mesh and every texture.
    I dont want they to share texture, i just want the drawing.of the texture to be visible.

    mtcat dont understand, i only have seen uv options in textures archives. Where i can find the uv option in meshes?

    You would typically UV unwrap your mesh in a 3D modeling program, then export. Godot does have a function for generating a auto UV layout for the second channel. Which is typically used for lightmapping. But if you want best results you really should unwrap it in a proper DCC for best effect.

      Megalomaniak
      It is the first thing i tried but it all dissaparear when i put in the pogram, possibly due using old software like blender 2.79 and gles2. But these should work in some way, they exist for a reason. The only thing it looks mantained is the information about what zones are affected for a certain material.

      I don't think 2.79 should be an issue in and of itself. What format do you export into?

        Megalomaniak i have tried gtlf and collada, also other that was the only one that left me to put the mesh in meshinstance. Dont rememver the other format name.
        I tried the better collada exporter too but it dont let me to use it, a error happens, blender recognizes it because the name of the creator apparears.

        I find it hard to believe that blender wouldn't export primary uvs with the mesh. Can you post a screenshot of the uv layout in blender?

          It's definitely an issue with how you are modeling and unwrapping in Blender. The glTF export/import works pretty well.

          Just taking a guess, Is it possible that the image is a lot larger than the model? Try shrink/offset the texture to see if anything show up.

          xyz in blender


          in godot.
          i can put a texture i triplanar but not the same.

            mtcat in blender

            in godot.

            Maybe this antiquated version of blender doesn't work correctly with glTF? Can you share the model?

              xyz. How i find it? The only option that i see referencing it is for exporting a uv layout but not seeing it.

                Tomcat it is 2.79 , i tried 2.8 but it closed when i tried to enter in a texturized mesh or put a texture.

                mtcat How i find it? The only option that i see referencing it is for exporting a uv layout but not seeing it.

                xyz You didn't show the uv layout in that blender screenshot.

                To show the UV layout, you need to not only be in edit mode with a UV/image editor area open but select all the geometry too.

                  Megalomaniak
                  this is the only reference to uv layout that i am able to find, and it brings me to a save file style windows.

                  first of all, I see overlapping and intersecting faces in your model, that could cause some problems. Second of all, you might have some messy surface normals that could also be causing problems and third of all(last but not least) your UVs are all mapped to 0 and 1 along the respective UV axis. Which is something you might want for some of the faces but certainly not for the faces of elements such as the...what to call it in english...knobs? On the drawers for an example.