So I have a mesh exported from MAYA, gltf format. When I import it into BJS and try to assign a material that I created in BJS to it with a baked image in the DIFFUSE slot, the UV’s do not match up like I expect.
When I use the material that comes in with the mesh, it works as expected.
Both materials are using the same baked image file (png).
What am I doing wrong? I would provide a PG example, but I have not learned how to make that yet.
This might definitely help you : Using External Assets In the Playground | Babylon.js Documentation
The PG would be awesome to help troubleshooting
In order to create some example in PG with your own assets this article will be definitely helpful: Using External Assets In the Playground | Babylon.js Documentation
As for your problem, it seems that you may need to apply uScale and/or vScale parameters to -1 to flip your texture properly. You can load your model to Sandbox, open the Inspector, find your texture and adjust it as you need, then do the same in the code.
Bingo! It was a flipped V parameter. I should have thought of this since my models are coming in flipped in the X direction. I’m using the exporter for Maya (very nice, BTW). Still feeling my way through the power of BJS.
Thanks for the help. I’ll school myself on making a Playground example since I intend to be here a bunch.