As you can see, although I have set the exact same color to all meshes it looks different on the result.
What do I have to do to get the correct result?
Thank you in advance.
As you can see, although I have set the exact same color to all meshes it looks different on the result.
What do I have to do to get the correct result?
Thank you in advance.
Hey! we will need a repro (ideally in the playground) to help you further
your normals might be wrong ???
Hello @Neimeg just checking in, are you still having issues?
Hi @carolhmj .
Yes, I’m still facing this problem.
I’m sure that normals is not the problem.
Just to mention: There’s no image texture applied to the mesh, only color.
Could you provide a repro ?
Yeah we won’t be able to look further without a repro
I don’t know exactly how to create repro. I tried using my onw GLTF model in Playground without success, same for JSFiddle.
Yeah, I read that article but that did not work with my model (gltf + bin file).
I ended up creating a repro in my own server.
https://neimeg.com/test.html
As you can see, there’s no problem with my repro, I think that the problem is in my setup.
Can you post a uv set screenshot ?
Ok got it. I get your gltf model from you test server and, look at the picture attached, you have 4 materials for this model (witch is not optimised at all)
I have to work with 4 materials because our customers can customize the tshirts, they can apply up to 4 images (1 for each side) to the tshirt.
I don’t know if there’s a way to apply 4 different images using only one material.
Decals | Babylon.js Documentation (babylonjs.com) are perfect for that
Like @Deltakosh said on another question on the forum you can create custom procedural textures and consume them.
Ok, as stated by @carolhmj decals will work fine. Yet, there’s another solution (there nearly always is in BJS . As used in my ‘BSA Bantam motorcyle project’, you can create another mesh for just your personalization portion of the t-shirt with just a tiny-mini little offset from your t-shirt mesh. Sure, it creates (in your case 4) more portions of meshes but the advantages are: