Over-simplified geometry/vertex deletion between Blender and Godot workflow

Godot Version

v4.5.1

Issue

Why does my geometry over-simplify when I move it into Godot?

Hello devs! I have a 3D model that I want to put in Godot. The model itself is essentially a bendy Minecraft character; imagine that each pixel on the character is a face. I model in Blender 4.5.4, and I want to export my model into a .gltf file and then import to Godot. For some reason, when I do this, it reduces the vertex count of my model to the absolute bare minimum, leaving me with a bunch of rectangles that do stretch, but do not bend.

I do have a video showcasing the differences between what I have in Blender (what I want) and how it appears in Godot once I export and import the model. However, because I haven’t had a problem worthy of a forum post, my account is new and I can’t post it. Any ideas for that would be helpful as well, if the video’s needed.

I have no idea what part of the process is causing my problem, nor how to identify it or fix it. I have fiddled with Blender export settings and Godot import settings to no avail, and have found no information about others with similar issues. please help its been days

I AM NOT A PROFESSIONAL!

I am one person with a hobby, and I am not too familiar with Blender / Modeling jargon. Please explain such language.
Additionally, it doesn’t matter what the file type is, as long as I can establish some kind of Blender > Godot workflow.

Thank you; any help is greatly appreciated.

Try disabling LOD generation in import options.

That was it, thanks!

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.