Hi, I’m practicing with Babylonjs and GLTF. I have a simple cube with just albedo and metallic maps applied. The point is:
- if I export the model with material properly applied in Blender, the result in Babylon is ok
- if I export the model without the material (let’s say a “clay version”), and create a PBR material via code, the result is wrong:
It seems that UVs are flipped along Y axes. Just to be sure, I imported the second GLTF in Blender, and the UVs are correct. If I flip the UVs in Blender and export again, then the result is now ok.
The problem still exists with glb format. Anyone has idea why this happens?