Applying UVMAP jpg/png to GLTFJSX model #1325
-
Trying to emulate this with a different model. Seemingly should be straight forward, but alas. Here is my box for where I am stuck. In regards to the model I am using, when I open it in blender, I can see that each material, for each mesh, is the same UV MAP. So, after converting it to GLTFJSX, I am removing the explicit mesh material={...} created by gltfjsx, and in turn, I am applying my own UV MAP, as a meshStandardMaterial. However, when I try to implement this and apply the texture aka the UV MAP...as an example
The portion I am applying map={texture} to just goes black!? Does anyone know why this mesh isn't accepting this UV MAP as a mapped texture on the material?? I feel like I am probably missing something super obvious! Thank you all in advance for the help! Also, I should note, the UV MAP, is white with green squiggles all over it. |
Beta Was this translation helpful? Give feedback.
Replies: 1 comment 2 replies
-
it doesn't look correct to me, uvs and the images don't seem to match at all. and i guess three just takes black as a fallback. but either way i think you better ask in blender or threejs channels, this place is more react specific, i doubt you'll get an answer as quick. |
Beta Was this translation helpful? Give feedback.
it doesn't look correct to me, uvs and the images don't seem to match at all. and i guess three just takes black as a fallback.
but either way i think you better ask in blender or threejs channels, this place is more react specific, i doubt you'll get an answer as quick.