Godot's gltf importer breaks normals

Godot Version

v4.2.stable.mono.official [46dc27791]

Question

I have issues with importing my model specifically in .gltf and .glb formats. The normals gets all messed up as shown on the image below.

(.obj model on top works perfectly but .glb doesn’t)

(here it is in an online gltf viewer https://gltf-viewer.donmccurdy.com/ to proof that the export works fine)

I’ve tried triangulating, applying the armature modifier and changing the settings of export in blender and in godot I tried:

  • applying a seperate material
  • reimporting it with every setting of light baking
  • disabling LODs
  • disabling and enabling random options
    but nothing works. Any help would be appreciated thanks!

I’m not sure that’s your case, but once I had a problem where the mesh normals were all messed up, and I ended up fixing it by clearing the custom split normals data on Blender.

2 Likes

Unfortunately not. I had no custom split data. :frowning:

This may be related to an issue that is hopefully fixed as of 4.2.2:

But you should also be able to work around the issue in 4.2 by turning off compression in the mesh import options:

1 Like

I’ve tried everything from before on version v4.3.stable.official [77dcf97d8], enabling Force Disable Compression on the old version and the same thing in a fresh project but it is still exactly the same as in the original. Thanks for the response though!

I FINALY FIGURED IT OUT!

The issue was that my UVs were saved as secondary UVs.

1 Like

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.