How to properly import multi-material object from Blender to Godot?

:information_source: Attention Topic was automatically imported from the old Question2Answer platform.
:bust_in_silhouette: Asked By 0a3r

Hello, guys! Would appreciate a lot if you could help me out with following issue:

Here is how it looks in Blender. I’m using several images and applying them as different materials for simplicity.

enter image description here

Then I save it as .glTF 2.0 and export it to the blender. It doesn’t work out very well and it seems that it always shows only one material (in this situation it’s a front image). The top one and other colors (black and white) are missing. Although, it seems that Godot recognizes that there are 4 surfaces. Is there anything that I could do with it?

Thanks in advance for any help

enter image description here

for godot = Did you try “Triplanar”

ramazan | 2022-03-08 09:18

Do you mean like a property or …? Anyway, any detailed explanation or a link to the reference would be appreciated a lot

0a3r | 2022-03-08 10:25

From your Godot screenshot, I see the same amount of surfaces and each with a material assigned. So… it seems Godot did import your materials, they are not missing? Did you check if it’s just the images not being properly linked?
Also make sure each material is a standard one, for example you can’t use node graph features of Blender.

Zylann | 2022-03-08 13:39