Conversion of STL to GLB faulty

Godot Version

4

Question

Hey, I’m just trying to implement a 3D scan of a room into Godot. The initial scan is saved as an STL file. I checked the file with Blender and it seems to look fine.
Once exported as gbl and importet to Godot, it looks good from the outside, but misses textures from the inside.
I uploaded 3 pictures. 2 of those show the file inside blender from the outside and inside and how it is supposed to look and the other one is from godot with a camera3D inside the room, where you can('t) see the missing walls.

Anybody any ideas what I did wrong or what might be the issue? Thanks in advance :slight_smile:



Looks like back-face culling. You can create a new StandardMaterial3D in Godot to disable culling or change to front-face culling and use your image as an Albedo Texture.

1 Like

Seems to have fixed the issue. I created a new inherited scene with the .glb file and could change the material + culling off there. Thanks