A lot of the difference in lighting is coming from two things:
- The roughness of most materials is set to
0.5 in Blender. This causes them to be more reflective than you probably want here, I would increase it to
1.0 for all materials.
- Environment lighting is a huge contributor to the final look, and it can’t be exported with your model. If I enable an IBL in Blender that looks more like the default one on the web, and increase roughness so that the model is less reflective, I get pretty similar results between Blender and web:
It’s not the same IBL above, the BabylonJS one has a bit of red lighting in it which is affecting the result here. Or you could disable IBL entirely, and still increase roughness to 1, and get something more like this:
The Scene World option in Blender is worth comparing before/after here:
three.js cannot do global illumination, so many of the effects that Blender enables with this option are not available. You’ll get a closer preview with it turned off.