Hi,
could someone tell me why there is a huge difference between how my model looks in my 3d editor and in the browser with ThreeJS (glTF)? Doesnt even look like the same materials to be honest hahaha.
fighter.rar (400.3 KB)
Hi,
could someone tell me why there is a huge difference between how my model looks in my 3d editor and in the browser with ThreeJS (glTF)? Doesnt even look like the same materials to be honest hahaha.
fighter.rar (400.3 KB)
I downloaded some examples from Sketchfab to be sure the models are properly designed and textures. With these models I get the same outcome as above. It just doesnt look realistic.
What I would like to archieve is this: https://sketchfab.com/models/b81008d513954189a063ff901f7abfe4
Does anyone have a clue on what I am doing wrong?
When exporting as glTF it does import the camera and lighting. So I expected it to display in the web exactly as in your 3d design tool (3ds Max / Mudbox et cetera) but it simply doesnt.
I added various lights, even a 3 point light but nothing comes even close to the demo’s on Sketfab.
Hope someone can tell me what I am doing wrong.
edit: https://threejs.org/examples/webgl_loader_gltf.html is a perfect example of flawless quality. I dont need the background and reflections and stuff.
Reflection I only need for specific models, and I will add reflection later. For now I just want the model to be displayed properly with correct textures.
It’s hard to guess just looking at your screenshots… Please share details like:
Note that lights embedded in glTF files are not yet official or ratified, I don’t know why the BabylonJS 3DS Max exporter is including them already but it has known bugs. If possible I’d suggest exporting without lights and previewing somewhere like http://gltf-viewer.donmccurdy.com/.
This model is also using the KHR_texture_transform
extension, which we (threejs) don’t yet support. I can’t tell whether that is affecting the visual quality here.
If you haven’t yet, note the information in the GLTFLoader docs about correctly setting up the renderer, under Textures: https://threejs.org/docs/#examples/loaders/GLTFLoader
Actually, are you intentionally scaling or translating your texture or UVs in 3DS Max? If not I’d like to check with the exporter authors to find out why KHR_texture_transform
is being used here…
I downloaden that model somewhere from the internet. Ill try and find the source for you, couldnt find it 1 2 3 again but ill try and find it
All I did was open it with 3ds Max and export it with Babylon exporter
Ill let you know if i can find the download source
EDIT: Found it!