Blender textures to Godot: help!

Godot Version

Godot 4.4

Question

Uber-noob here, bear with me :sweat_smile: i’m doing my 3D models in Blender (both mesh and texture) before exporting them to Godot as .glb. the first few i made had no problem, but i’m creating right now an object with more complexe shading options (hue, contrast, brightness etc..) and now when i import my object in Godot the textures look all over the place, or just make no sense. Did i miss something in the process? I heard about “texture baking”, is that how you do it to be sure Godot will handle the model
correctly?

Not entirely sure how you are approaching this, I will assume you are working with the shading tree in blender.

Personally I have never used that so I don’t know the workflow with that, but perhaps as you said you should bake the texture as a single image. In my project (also working in 3D), I create the models, UV unwrap them, arrange the UVs, create a layout texture and then paint over the layout as I desire using image editing softwares (I don’t really like the painting in Blender).

One I am done I simply save the file and import it in blender. Create a material and attach my image as an image texture. Since the model is UV unwrapped and the texture matches the UVs everything will look as intended. Once exported you will simply have some image files along side your model in Godot.

1 Like

Which editing software are you using for your textures? I managed to have my objects rendered properly in Godot but it’s very basic: I create a 3D model with UV mapping and texture on Blender, then export it without the textures. Then in Godot i add the textures i originally used and the result looks identical to the Blender version of my object. So it seems to work but it means i can’t use all the more advanced optinos in Blender like cotrast, hue and all the shading nodes Blender provides…i tried to bake my textures but it didn’t work, i must have missed something, need to invest more time into it i suppose, maybe it will eventually click for me.

Yeah Blender uses a different rendering pipeline than Godot, you will have to re-create the material settings. If you are extensibly using shading nodes you may need to write shaders or use visual shaders in Godot, though I don’t belive “Hue” or “Contrast” will be availble in Godot, it will have more basic fundamental math nodes.

1 Like