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!