Map mesh messed up in godot

Godot Version

4.7.1

Question

I’ve tried importing a mesh for my map from blender into godot. When i did so, I’ve found 2 huge issues

  1. For some reason, no matter what I do, The top side is always darker than the bottom, but it should be opposite. The light source is above the mesh, I’ve checked the normals, I’ve triedd flipping the mesh within godot - nothing worked.

  1. There are these weird gaps along edges of faces. They’re purely visula. I tried merging the vertecies by distance in blender, but it didn’t works, the gaps are still there. (I’ve changed the mesh to be black and the environment to be pink to make the gaps more obvious)

Can someone explain what’s going on and how to fix it? When I was importing aby other mesh - it was completely fine.

Reverse the normals in Blender. Enable the normals preview there to check their actual orientation.

Post the wireframe closeup. It’s hard to see the mesh topology from the screenshots you posted.

I already mentioned that the normals are fine

Let’s see them.

This last screenshot also doesn’t show the topology in a clear way. Put some effort into visually presenting the problem, perhaps post a video. You can also post the blend file.

here are the normals. They’re fine, as I said - white on top, red on bottom

That’s face orientation, not normals.

Post the blend file. It’s impossible to tell where’s the problem just from those screenshots

The forum won’t let me post the .blend file

Upload it to some file sharing service.