Exporting to GLTF but no color or decal

Hello, Unreal Engine community,

I’m encountering an issue while exporting a GLTF file from Unreal Engine. I have a 3D model of a truck in Unreal Engine, complete with vibrant colors and detailed decals (logos) applied to its surface. However, upon exporting the model as a GLTF file and uploading it to a website, I noticed that the exported model lacks both color and the decals that were present in the original Unreal Engine project.

I’ve attached some screenshots for reference. As you can see, the exported GLTF file appears dull and devoid of the intricate decals that were applied to the truck’s surface within Unreal Engine.

I’ve tried various export settings and methods, but none seem to retain the colors and decals during the export process. Has anyone else encountered a similar issue or found a solution to maintain the colors and decals when exporting to GLTF format?

How its supposed to look:

What I am getting on my website:

Any insights, suggestions, or guidance on how to resolve this issue would be greatly appreciated. Thank you in advance for your help!

Decals is not something in the glTF specs. You would probably need to bake them into material or geometry, there is no option to do that through the glTF exporter.

For the colors, if I am not mistaken, it looks like you have a yellowish light in UE that gives those yellowish tints.
The difference would come from the different light environment between UE and your glTF viewer.

It depends how you light your truck in UE:

  • export the lights from UE to glTF and in the new gltf viewer make sure you only use the lights from the glTF file and deactivate other lighting environment.
  • if UE use image base lighting, based on HDR file, you might make the glTF viewer to use the same HDR than the one used in UE

thank you for explaing this to me.
I do not mind the the truck looks colorless or if the lights are not exported all I want is the logo on the truck.
Is there any other way I can bake the logo into the materials?
Or should it try on blender?