I created a texture for ductwork for a project that I am working on and I wanted to export it into glTF. I know that in order to do so I need to bake the textures, and that while baking textures to turn the metallic value to 0. I baked the color, roughness, metallic, and normal maps and created a new material that would be glTF compliant. When I imported all of the maps and attached them, the material came out completely different.

The shader nodes: enter image description here

What the texture is supposed to look like: enter image description here

New material nodes: enter image description here

What it comes out looking like: enter image description here

Does anyone know what I'm doing wrong? Things I've tried: Plugging the normal map into the displacement output Plugging the image texture itself into the displacement. Wrapping UVs in different ways Baking textures as they are applied on a plane

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    $\begingroup$ Pack your images and attach the .blend. $\endgroup$
    – scurest
    Commented Feb 16 at 2:18
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    $\begingroup$ Apart from the bump looking less strong I mostly see one problem: repeating patterns. The problem here is, you bake the normal map (and the other textures) onto UV maps. They are limited in size and will be repeated. Your procedural Wave Texture with Generated coordinates is not repeating over the size of the object. Apart from that, you have plugged the Bump node into the Displacement - but this only intensifies the bump (in Material Preview), unless the material is set to show displacement (but even then it will not be displaced by the texture, just uniformly in normal direction). $\endgroup$ Commented Feb 16 at 7:30

1 Answer 1


With the response from Gordon Brinkmann, I applied the array modifier I had set to the ducting, then I unwrapped each ducting separately and created texture maps for each ducting, this stopped the repeating patterns and made the overall ducting look more realistic.


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