Texture problem

Everything is baked and all, but when I import it to Godot, this happens:

This isn’t what the duck looks like. The texture itself is slightly misplaced. What can I do to fix this? The duck is from Blender(v.4.5), by the way, and I am using Godot (v.4.4.1). Please don’t ask me to sync Godot to Blender because I already tried that and it didn’t work.

Never mind. I freaking figured it out. It took me days and a little confidence, but I followed what ChatGPT showed me, and IT WORKED. Here are the steps for those who are having boatloads of trouble with this:

Blender 4.5 Steps for preparing the object for Export

  1. Apply transforms

    • Select your object → press Ctrl A → All Transforms.

    • This locks in your model’s scale, rotation, and position so it appears correctly in Godot.

  2. Use the Principled BSDF material

    • Godot’s glTF importer reads this best.

    • Plug your Base Color, Roughness, Metallic, Normal, and Emission textures directly into the Principled BSDF inputs.

  3. Pack or organize textures

    • Either pack textures into the .blend:

      File → External Data → Pack Resources

    • Or keep a folder next to your blend, e.g.:

      /assets/
        model.blend
        /textures/
          wood_albedo.png
          wood_normal.png
      
      
  4. Set the origin (optional but useful)

    • Place the 3D Cursor where you want the pivot → Object → Set Origin → Origin to 3D Cursor.
  5. Clean up

    • Remove unused materials, objects, or lights.

    • Make sure face normals point outward (Viewport Overlays → Face Orientation).

Step 2 – Export from Blender 4.5 to glTF 2.0

  1. Go to File → Export → glTF 2.0 (.glb/.gltf).

  2. Use these recommended settings for Godot 4.5:

    Category Setting Recommendation
    Format .glb (Binary) Keeps everything in one file
    Include → Selected Objects :white_check_mark: Only export what you need
    Include → Apply Modifiers :white_check_mark: Ensures geometry is final
    Transform → +Y Up :white_check_mark: Matches Godot’s coordinate system
    Animation :white_check_mark: (if applicable)
    Materials Export Keeps Principled BSDF setup
    Images Automatic Embeds or references texture files
  3. 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.

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