One thing right off the bat is you need to change the Normal, Roughness and displacement to Non-Color data…always change that for anything that does not add color to your objects…besides that, I think your GLB screenshot is better than the Blender screen…of course, you have to realize the 3d viewer uses different lighting set up then Blender so that makes a big difference, so I am not sure what you were expecting it to look like.
The displacement texture will not currently export to glTF/GLB, you can track discussion and progress on that in KhronosGroup/glTF#948. Other than that I agree it probably comes down to lighting and using “Non-Color” data. Most viewers will give you some different lighting and/or tone-mapping options.
Rather than open a new thread, I’m also doing stuff in the glTF workflow.
Is the new KHR_materials_ior supported by Blender yet? It doesn’t seem to be, so I’m wondering if there is a way that I can implement it myself. I’m not much of a developer so the more user friendly the better.
If I have a model that has certain parts that are transmissive, a plastic that goes from a colour to a clearer area in this instance, do I need to cut that whole section off and bring it in to Gestaltor as a seperate piece within the OBJ? Can I also use a transmission map to control the clear falloff?
Sorry if these are obvious questions, but setting up transmissive materials with IOR in realtime is very new for me.
A transmission map could be used for controlling which areas use transmission, but Gestaltor isn’t a texturing/painting tool so I think you would need to paint that texture elsewhere (Blender or Substance Painter, perhaps?) and import the texture separately in Gestaltor.
I’ll cut the model in ZBrush, then create a 3D gradient in Substance to comp in Blender and export from there and open in Gestaltor to test the output.
A steep learning curve, but it’s getting better with each model.
Thanks a million for the info. Your gltfviewer is my goto test viewer. Thanks for that too.