Importing Maya model and assigning material

Godot Version

4.4.1

Question

I am new to Godot and I am trying to figure out how to import models created in Maya to Godot and be able to access or assign shaders.

As an example, I created a simple model in Maya, created UV’s, built a basic base color file in Photoshop, which looks fine in Maya. But when I export for Godot, I can only get the model to show up with no material. I can’t figure out how to assign a material. If I make a Mesh Instance in Godot I have the ability to create a material and assign all the maps I would need. But anything I import can only show the model. Is there a workflow somewhere for this? Everything I found says all materials are supposed to import, but there is nothing that says how it is supposed to be set up on the Maya side.

You could edit the instanced scene by right clicking the node and selecting “Editable Children” from there you can access and override this instance’s materials. Another very similar option in "Inherited Scene"s, you may see a pop up about these if you try to open a FBX or GLB/GLTF file in Godot.

Ah, thank you. That worked.

But I did figure out that if I use the standard FBX export, not the DAE_FBX, as I had seen many other instructions say to do, it works. I just have to turn off everything I don’t need, leaving Include Texture Reference on.