I made a 3D model in Magica-Voxel and then imported it to blender. In Blender it seemed to look fine, but then after putting it into Godot it was extra dark. I'm new to Blender and Godot. Anyways what's going on?
Thanks.
I made a 3D model in Magica-Voxel and then imported it to blender. In Blender it seemed to look fine, but then after putting it into Godot it was extra dark. I'm new to Blender and Godot. Anyways what's going on?
Thanks.
Does the 3D scene have adequate lighting, either ambient or placed lights?
If you're not familiar with lighting in Godot:
Add a WorldEnvironment node as the first child of the root node. In the Inspector, add a New Environment for that node, and set these Environment properties:
Ambient Light
.... Source: Color
.... Color: White (255, 255, 255, 255)
You may want to change that later, after you add more realistic lighting.
i dont see nothing? whats seems to be the problem?
kuligs2 i dont see nothing? whats seems to be the problem?
That sounds like you don't have a camera set up correctly.
DaveTheCoder That sounds like you don't have a camera set up correctly.
They meant the OP didn't include any screenshot showcasing what they mean by 'appearing very dark'.
That suggests an idea for a game. You're given a poorly described problem to solve, and you have to figure out what the problem is.
Im having a similar problem. The way i imported it was through .glb and its super dark. Instead of a baked texture, i wouldnt just made a texture in godot but when i click new standard or shader material it creates a problem where a section of the mesh im facing just disappears until i zoom into the mesh itself. I tried turning render mode cull to disabled but then it turns dark again. I put some images to show what im looking at
this is in godot imported with nothing changed
this is in blender
this is when i add the standard material or shader
this happens when i set cull to disabled
some of you say the OP didnt give enough info so im hoping someone can see the problem with this
Rion_j a section of the mesh I'm facing just disappears until i zoom into the mesh itself.
That could happen if the normals of the mesh aren't pointing in the right direction. Do you know how to check/fix that in Blender?
yeah i found a video for it, the normals where all over the place
i flipped some so the blue was facing out and now it doesnt do the weird thing anymore
thanks for the help