Check first how the model looks in a viewer like https://gltf-viewer.donmccurdy.com/. If it’s still not looking how you want, then the model itself isn’t exporting correctly, and you’d need to share the .blend to get help with that. If it does look correct in a viewer, then the problem likely has to do with lighting and renderer setup. Using an IBL (scene.environment or material.envMap) helps enormously. Setting renderer.outputEncoding = THREE.sRGBEncoding is also important to getting correct colors.
https://drive.google.com/drive/folders/15f89UFUJ4na4TMvK8vX5-a9qv47VGmto?usp=sharing
This link has the .blend file the gltf file and also the output I need in That was created in blender but Viewed using Verge 3D.
Please do open the Verge 3D file as a server and open the html file for the required output
The size was large that’s why I am unable to upload it here.
I think the model is not getting exported correctly, Because lot of the colours are not getting right. Can some one explain if there is a particular way in which we can export the model in blender which is completely compatible with threejs.
I am not the one who does the blender work it is done by another 3D guy. I do only the ThreeJS part is there anything i can tell him to make it right
I would strongly recommend testing in popular glTF viewers first. Verge3D puts a lot of custom extensions into its glTF files that are not supported by anything outside of Verge3D’s own tools. If Verge3D has an option to export official glTF files, you will want to use that. If not, I think you will need to ask Verge3D customer support for help. Opening this model in my viewer you’ll see a lot of warnings because of unsupported extensions:
Your gltf Viewer is very good so this is how it loads in the viewer
So what is the lighting you use here. Mostly my lighting is a problem. Can you provide me the code for this particular lighting
Blender is rendering with global illumination and a path tracing renderer here. You will not get exactly the same lighting from a realtime renderer like three.js. To get the same results as my viewer shows, feel free to copy any of the code here:
The important parts are setting renderer.outputEncoding = THREE.sRGBEncoding; and using material.envMap or scene.environment with a high quality IBL.
If you want to get better results than you’re currently getting from my viewer, you’d need to bake your lighting to an AO map or a lightmap. That takes some work, but there are various Blender tutorials on the subject.