Before we can export we need to make sure C4D is set up to export your color information correctly. To do this navigate to your project settings.
Edit > Project Settings
In the lower right hand corner your project settings will appear:
You need to make sure that
- Linear Workflow is Checked
- Input Color Profile to Linear
Make sure you are using the PBR base material.
If you are not using a PBR material you will have to create one. To do this go to Create > Materials > New PBR Material
Then double click on your material, this will open up the Material Editor.
On the left side of the material editor you will see the different material properties.
We currently support Color, Reflectance and Normal.
In the Color section we deviate a bit from Standard PBR material set up in C4D. We want to make sure our albedo map is plugged into the Texture slot in the Color Section.
- In your “Default reflection” layer make sure Type is set to CGX and Attenuation is set to Metal.
- Under the Roughness Drop down put Roughness map.
- Scroll down to Layer Color and apply your albedo here.
- Scroll down a bit further to the layer mask drop down to place your Metallic map here.
In the Normal Section, place your Normal Map.
In the scene manager make sure to select only your asset.
After you have applied the materials to your model we need to prepare it for export. To do this we want to move the asset to origin, the easiest way to do this is to select your model and in the transform box zero out the values for X, Y and Z (the transform box is located on the right side of the UI under the animation timeline).
After you move your asset to origin we may have transform data showing in the channel box, to fix this click the Coord tab:
Expand the drop down for Freeze transformation
Click Freeze all
Now we are ready to export!
Navigate to File > Export > GLTF(.gltf/.glb)
Below are the recommended export settings.
Recommended Export Settings
File format: GLB
Current Frame: True
Flip Z: True