Hello, Im using a 3D model of GLB type, it is a human, but however, Three automatically applied very plastic-looking reflection to it, it looks smooth and shiny, which I really do not want. I tried using material.shininess, but that only broke my code, anyone knows how to apply a… well… “humanish” reflection?
Thanks
This property only exists for MeshPhongMaterial
which is not used by GLTFLoader
. You want to work with the properties of MeshStandardMaterial
.
Without seeing your model and a screenshot that shows the expected result it’s hard to give you a specific advice. But I suggest you set roughness
to 1 and metalness
to 0 as a start.