Hi. I am going to use this thread for my general playing in Godot so I avoid making random messy threads. I am mostly an art and design guy, with virtually no clue of code, but I guess I will have to learn something. I spent a few weeks putting together some 3d in Blender as a test level.
Yesterday evening I finally exported them and dragged them into Godot. I had a few UV mistakes, so I went back and fixed them in Blender. Now today I have to figure out how to get the lighting in Godot looking better. It currently looks pretty gross. I have plenty of learning ahead.
You have to use a BakedLightmap for static geometry like that. It will make the lighting much better.
@cybereality said: You have to use a BakedLightmap for static geometry like that. It will make the lighting much better.
Yea, I have been trying to get baked lightmap to compile. Crashes every time. It might be mesh errors, although I did try make sure my meshes are all good. I am learning Blender at the same time kinda. Back in the day I used to use 3ds max. I threw this level into Unreal Engine (I last used unreal engine 2) and nearly cried. It immediately looked so good. God-damn but that is some mature tech. Anyway, still some bug-hunting needed. I do hope I can get better results in Godot. I do want these projects to be foss, top to bottom if possible.
I think I found the problem. I had a few faces with inverted normals. Not sure how that happened. The lightmap is compiling now. ........ for the past half hour....... damn is this SLOW. haha
Edit. Nope. Crashed again.
I think I can see why Godot is only used for 2d games...... Damn, this is not working out at all.
I think there will be a new light mapper in godot 4. I'd use blender to bake lightmaps for now, just make sure you have a second UV set on each of the static objects and the lightmap baked according to it.
Yea, I have the 2nd UVs. It seems to be dying when it is denoising the lightmap. I gotta say, not loving this engine when it comes to 3d, and I think it is going to take a lot more than going openGL to Vulkan to fix it. I think I will be leaving this engine for the 2d guys. It is like travelling back in time 15 years when I use this thing, and not in the good way of having a beard that is no longer white and knees which don't hurt.
Built a quick "level" made of 6 textured cubes in blender. got hem into Godot. Finally got a lightmap to bake. Took half an hour on default settings, and was still pretty ugly. Hard lines on the shadows. No AO in the creases. ludicrous specular highlights in the shadows. This is beyond ugly. It is depressing to be so negative, but damn... Disappointing.
I think you must be doing something wrong. Light baking for a simple scene shouldn't take more than about 30 seconds to 1 minute. I admit Unreal definitely looks better, but I would try to learn more to understand how to do things before giving up.
https://drive.google.com/file/d/11TLhC7ed5SzAYRnDSnI4apu8u29OaDRl/view?usp=sharing
Here is a link to the gltf file from Blender. You can play with it if you want and see if you can either find a problem with the map, or get the light map to work. Pretty sure it is not the map. I would share the Godot files, but for some reason they are too big for a quick share.