Material appearance of .glb file #2404
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This may not be the right place to post this question, but I really don't know where else to start. I am hoping someone can simply point me in the right troubleshooting direction. My project does not use model-viewer, but I've used modelviewer.dev/editor to help me visualize my progress in authoring .glb files. My project is structured based on guides on discoverthreejs.com. When I load my model into modelviewer.dev/editor it looks like this: When I load the same assets into my three.js scene the metallic textures are simply a glossy black, like this: Can anyone offer very basic troubleshooting tips? Does model-viewer go deeper into my .glb file to specifically access these textures? Basically, do I need to start with lighting, shaders, metalness, or am I just not applying textures that are in the .glb file? I just noticed in Chrome dev tools like 180ish warnings about "texture has to be resized." Maybe that's where I need some direction. Why would that be necessary? |
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Hi @watsonovich , I can asume what's happening there and nothing is wrong with your textures. In modelviewer/editor and model viewer library , a default environment map is being used that reflects on metalic things or textures. And this environment map for metalic textures is necessary for a good look.
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Hi @watsonovich , I can asume what's happening there and nothing is wrong with your textures. In modelviewer/editor and model viewer library , a default environment map is being used that reflects on metalic things or textures. And this environment map for metalic textures is necessary for a good look.
You need to load environment map in your threejs scene. May be you can use