For those who are having trouble importing objects into Godot, try this. It worked for me:
Blender 4.5 Steps
Step 1 - Preparing the object for Export
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Apply transforms
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Select your object → press Ctrl A → All Transforms.
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This locks in your model’s scale, rotation, and position so it appears correctly in Godot.
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Use the Principled BSDF material
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Godot’s glTF importer reads this best.
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Plug your Base Color, Roughness, Metallic, Normal, and Emission textures directly into the Principled BSDF inputs.
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Pack or organize textures
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Either pack textures into the
.blend:File → External Data → Pack Resources
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Or keep a folder next to your blend, e.g.:
/assets/ model.blend /textures/ wood_albedo.png wood_normal.png
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Set the origin (optional but useful)
- Place the 3D Cursor where you want the pivot → Object → Set Origin → Origin to 3D Cursor.
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Clean up
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Remove unused materials, objects, or lights.
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Make sure face normals point outward (Viewport Overlays → Face Orientation).
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Step 2 – Export from Blender 4.5 to glTF 2.0
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Go to File → Export → glTF 2.0 (.glb/.gltf).
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Use these recommended settings for Godot 4.5:
Category Setting Recommendation Format .glb (Binary)Keeps everything in one file Include → Selected Objects 
Only export what you need Include → Apply Modifiers 
Ensures geometry is final Transform → +Y Up 
Matches Godot’s coordinate system Animation 
(if applicable) Materials Export Keeps Principled BSDF setup Images Automatic Embeds or references texture files -
Click Export glTF 2.0 → choose your
assets/models/folder.
For the Import, use what you learned from the Godot Courses, and you’ll be okay.