diff --git a/tutorials/assets_pipeline/importing_scenes.rst b/tutorials/assets_pipeline/importing_scenes.rst index 3f037571d..a93fc57d0 100644 --- a/tutorials/assets_pipeline/importing_scenes.rst +++ b/tutorials/assets_pipeline/importing_scenes.rst @@ -13,28 +13,18 @@ transferred as close as possible. Godot supports the following 3D *scene file formats*: -* glTF 2.0. Godot has full support for text and binary formats. +* glTF 2.0 *(recommended)*. Godot has full support for text and binary formats. * DAE (COLLADA), an older format that is fully supported. * OBJ (Wavefront) formats. It is also fully supported, but pretty limited (no support for pivots, skeletons, etc). * ESCN, a Godot specific format that Blender can export with a plugin. -* FBX, supported via the Open Asset Import library. However, FBX is proprietary, so we recommend using other formats - listed above, if suitable for your workflow. +* FBX, supported via a reverse engineered importer. So we recommend using other formats listed above, if suitable + for your workflow. Just copy the scene file together with the texture to the project repository, and Godot will do a full import. It is important that the mesh is not deformed by bones when exporting. Make sure that the skeleton is reset to its T-pose or default rest pose before exporting with your favorite 3D editor. -Exporting DAE files from Maya and 3DS Max -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - -Autodesk added built-in COLLADA support to Maya and 3DS Max, but it's -broken by default and should not be used. The best way to export this format -is by using the -`OpenCollada `__ -plugins. They work well, although they are not always up-to date -with the latest version of the software. - Exporting glTF 2.0 files from Blender ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ @@ -79,6 +69,16 @@ experimental. The ESCN exporter has a detailed `document `__ describing its functionality and usage. +Exporting textures separately +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +While textures can be exported with a model in certain file formats, such as glTF 2.0, you can also export them +separately. Godot uses PBR (physically based rendering) for its materials, so if a texturing program can export PBR +textures they can work in Godot. This includes the `Substance suite `__, +`ArmorPaint (open source) `__, and `Material Maker (open source) `__. + +.. note:: For more information on Godot's materials, see :ref:`doc_standard_material_3d`. + Import workflows ----------------