I was working on a new add-on that helps you get your scene ready for web export, but you might also find it useful for other tasks as cleaning up your scene or reducing file size.
Check out our website to see what’s possible using the add-on in combination with our Govie Editor :
If you want to support us and Blender, buy on the Blender market
Great, but that can be more than an improvement for GLB, maybe is useful for baking complex texturing for other type of exporting like obj FBX and more. with more option when you choose the file type to exporting.
Yeah that can be useful not only for me but for others, for now I haven’t enough time to test. but in the future when I have done some work maybe I use, but now I’m working in CAD Field with Blender and I don’t do texturing oin the objects much. In fact I usually share my models into glb in order to be visualized in CAD Assistant.
For the name the best thing I have in mind is GLB Tex-Tools-Optimizer maybe with an acronym is fine.
But I don’t know what type.
Did you try out the quick export and the live preview included in the Govie tools? That usually helps me to see and check my glb files quickly. My viewer has some of the blender environments so you can quickly compare the model in blender with the GLB without needing to open a gltf viewer, open your folder and dragging the file in the browser. It’s now just one click and you can add custom properties to set the visibility of objects in the viewer. This way you can inspect parts inside. Using Govie you could also create a presentation like the ones in the examples, generate a share link and send it to you customers.
No I have no yet try friend, for now I am engaged in CAD models and technical drawings with Blender and the textures are unimportant I use basic materials.
here the link on some examples of what kind of works https://blenderartists.org/t/cad-layout-in-blender/
Hi! Your addon works wonders! But I’m having a couple of issues.
First, it’s just a minor thing, but it could be an improvement. Currently the addon creates a “tex” folder for textures, and the standard name for a textures folder is “textures” when unpacking textures from blender for example, so if one already have some textures unpacked ends up with two folders, and have to tidy up things moving textures, relinking them in the blend file, etc. I think it would be better to directly create the folder with the “textures” name.
Then, I’m trying to bake textures from the extreme pbr addon and the resulting new material it’s not being generated correctly as in your screenshot, there are some leftovers, as you can see in this screenshot:
How are we getting along with the Addon? if you experience visible seams after baking you need to choose a higher margin for UV and the bake because the AI Denoiser tends to blur the black area of the image. currently there is no other workaround. Also right now the light maps are being plugged into the emission because I can use that channel with a second UV in three.js. I will add an option to multiply it with the base colour to see the final result in blender.
No, the add-on generates an atlas for all selected objects and bakes a texture with the name you enter. Why do you want to bake an own lightmap texture for each object ? Performance whise it’s better to have just one texture for mulitple objects to reduce draw calls.
You don’t need to merge anything, just shift select the ones you want to bake, choose lightmap or ao and click bake textures. Make sure to check unwrap. But as I said, this will create just one lightmap for all selected objects. You can start another lightmap for other groups of objects. I will make a shot video this week to make it clear