GLTF IS AMAZING! How to Export your Materials From Blender To Godot Properly!

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In this video, we discuss how to properly export your assets out of blender to gltf.

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TEXT VERSION OF TUTORIAL

TIMESTAMPS
00:00 – Start
00:26 – Getting Into Blender!
00:59 – How To Use Albedo
01:07 – Handling Alpha Maps
02:01 – Discussion of Metallic and Roughness
02:18 – Discussing What an ORM Texture Is
02:34 – Discussing How To Do Metallic and Roughness Without an ORM Map
03:01 – Setting Up Your Normal Map
03:12 – Talking Emission
03:23 – How To Handle AO
05:08 – What Happens if I Make Changes
05:44 – How To Do Backface Culling
06:17 – Going Over Export Options
07:05 – VERTEX COLORS ARE a PAIN
08:47 – Opening Our GameEngine (Godot)
09:39 – Checking Out the Material It Exported
11:10 – Looking at a Non Already Built ORM Material
11:46 – Outro

MUSIC
Music provided by TheRelaxedMovement.

HASHTAGS:
#Blender #AssetCreation #GameDev

ABOUT MY CHANNEL:
I've been a software developer for over 7 years. I've worked in the game industry for 3 of those years. This channel is used for news on the gaming\programming industry and for tutorials for game\programming development.

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Hey, great video. Just wanted to add that there is a gltf output node that you can use for AO instead of having to create the output for it manually.
It is a native addon in Blender called "Import-Export: GLTF 2.0 format" that has to be enabled in the Preferences --> Add-ons page.
After you have enabled it, you need to click it to see its preferences and in there, there is a box you need to tick called "Shader Editor Add-ons".
Now you can find it under Output nodes in the shader editor window.

Pleotech
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It solved exactly what I needed. Thank you very much!

iegoravel
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Just what I needed right now. A short and precise tutorial. 😃
Also, I had always forgotten to turn off the backfaceculling in hair and then had to turn it on again in Godot. 😅

VirtualReality-zvoh
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You are my savior. I was just having problems with material shaders, next day your video <3

NewSchattenRayquaza
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Hi! When I import .glbs it always dumps my textures next to the .glb, even though I used the same settings as you. Where do your (generated)textures go? How can I have the same behaviour?

simonrazer
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Thank you! This helped me at just the right time

dousc
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Hmm this doesn't seem to work for me the same way. I've tried using 4.1 and 4.2.1 Stable. When I import I get an error saying .glb isn't recognised. I also get a red cross on the file and then when I try to open the models scene I get an error about needing an inherited scene. Whichever option I click on I'm unable to actually modify any settings. I'm not sure if I've hit a bug or if I'm breaking things somewhere?

mitchellwoodin
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How do you export in such a way that you can use the model as a collision shape also?

MikeMcRoberts
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So procedural textures won't be exported? baking needs to happen first? Thanks for the info!

timelapselego
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What if i want to export a scene with lights, how would I get it so they don't export with the intensity maxxed?

mraman
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Thanks. I'm just starting out with game development and these godot blender tutorials help a lot. Is it better to export game assets this way compared to using the .blend file directly. I'm worried using the new feature to import .blend files won't work properly or be as edible compared what was done in this video

steve
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Thanks very helpful, followed everything, except last step id like to tweak my material in engine. You seem to be able to change your material setting whereas mine are grayed out, thanks

timarlow
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But this isn't working for me (I'm using complex shaders made in Blender). I think glTF can export basic shaders but can't handle complex ones. I'm currently recreating the shader in Godot using the visual shader editor. Is there a way to export complex materials too? (Probably not, since Godot uses a different shader program than Blender, but let me know if there's a method)

Mission_UR_Success
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Is there an upside to this method in Godot over just importing the .blend file like they added in G4? I really like not having to re-export from blender each time a change is made

dxxd
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No I did like this video and I will come back to it. Although I also just saw a video that explained that you can import straight up blender files to godot and I'm wondering how much that changes things/ if that makes this completely obsolete, or if this still has an application

JayFolipurba
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It's work fine as a web showcase but we can't use open EXR file for using this as a full ACES open color in the game engine, maybe in a futur version with the USD Pixar format this stuff IS even lighter and contain all the material & texture in one file also volumetric data for smoke simulation.

Meteotrance
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Yes, glb/gltf is the best option for import blend-objekt to godot. .FBX doesn´t work and .obj don´t show all textures.

akanahketo
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Is it possible to export blender geometry nodes animation/blendshape and import/use it in godot?

prostajkb
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Hey, I want to learn Visual shaders on Godot 4! 😅

fadofficialmusic
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So let's say I wanted to make a map in blender, how would I make it to where all my maps use the same texture instead of having to store a separate copy of the texture in every maps file so I'm not wasting tons of space unnecessarily (oh yeah and the maps are exported as gltf obviously)

jlewwis