I want to create assets in Blender and import them into Godot with correct scale and texture UVs. I made the objects in Blender, applied all transforms and modified UVs (confirmed as displaying correctly on other 3D software) but Godot discards transforms and UV modifications. I get smaller objects with stretched out UVs
I’d really like to avoid having to make my assets in Godot because Blender offers more flexibility.
Ive seen a similar issue someone was having with this.
"After playing around for a while, I found that there were 2 different UV maps for my assets, and Godot was auto-picking the wrong one.
The fix was to remove all unused UV maps from Blender, edit the remaining UV maps to make them look how I want, drag to Godot to import, then reimport (for some reason) and bingo, all my textures look the same in both. "
But some things to check. You might have done them already. Possibly do a fresh install of blender and try again with all the correct export settings.