OBJ on Facebook posts is an “object replacement character” in Unicode that's used as a text placeholder for an otherwise unspecified object. It means that OBJ is a replacement for a character that can't be displayed on your screen.
What software are you exporting to OBJ format from, and what software are you importing the OBJ file into? It's not clear from your post so far. If you exporting from Blender, if you enabled Materials at export time there will be an MTL file beside the OBJ one. Make sure it's still alongside the OBJ file at import time. Texture images may not come in cleanly, you'll have to rebuild the ...
OBJ was a good exchange format in the late 90s, but it’s not really appropriate with today’s polygon counts. I don’t know about the current state, but when I looked into using fbx, there was no format documentation, and the only way to use it was to use a binary-only third party library with a questionable license.
Obj is more likely to be read and converted to STL successfully. The Wavefront OBJ standard has been around for a really long time, and really is only useful for meshes with or without vertex color and/or texture. PLY on the other hand, can host camera locations, point cloud information, and color vertex information, as well as meshes.
STL is an incredibly simple format. The whole thing is described on its Wikipedia page. OBJ is more complex, but has more information for things like rendering (textures and other material information). It could be useful for multi-color printing. The holy grail would be to support STEP or IGES files which are not already triangulated. That would let the slicer determine how to break up curves ...
Curves don't like ngons. Of it looks like unconnected vertices (as many people writes pointed). I know some shitty 3D viewers like default Win something do this even with ngons on flat surfaces but this can be solved by triangulation (I recommend blender modifier - other softwares like substance painter or iclone don't like ngons and triangulate them terribly. And for some reason, even ...
The Source folder has another .mtl and .obj similar to the obj in the main folder - I _think_ these are for the metallicity/shine) I can load the SummonersRift.obj into Daz3D and then I get a completely white object. I don't really understand how I am supposed to use the .mtl (or any other way) to point Daz3D to which textures belong to the .obj.
With blend I can update everything in Blender and the changes reflect in Godot but I've heard size and the fact it is under a node is an issue. Obj seemed ok but needed the files for materials sent separately. Just wondering if I am missing something or if there is a better way to import my assets. Thanks all!
Unsolved I am very new to blender so this might be super simple. Anyways, I imported a car model that was a .obj file and it has no materials. The names of all the materials are there and properly assigned to the parts, but they are all the default material. I have a .mtl file but I can’t figure out how to import it.