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.
There is a reason the textures i put in the albedo are no seen?
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.
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Your Blender version is from 1982.
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.
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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.