Problem with texture when importing from blender to godot.

Godot Version

4.3

Question

Alright, so I’m trying to upload a model I made in blender to Godot, and when I do, some parts of the texture are stretched weirdly. In blender it looks like this:

image

While in godot:

When I imported the model, I got these Error messages:

res://Parizer_4K-painted_wall_4-diffuse.jpg: Texture detected as used in 3D. Enabling mipmap generation and setting the texture compression mode to VRAM Compressed (S3TC/ETC/BPTC).

res://Parizer_4K-painted_wall_4-specular.png: Texture detected as used in 3D. Enabling mipmap generation and setting the texture compression mode to VRAM Compressed (S3TC/ETC/BPTC).

res://Parizer_4K-painted_wall_4-normal.jpg: Texture detected as used as a normal map in 3D. Enabling red-green texture compression to reduce memory usage (blue channel is discarded).

res://Parizer_4K-painted_wall_4-normal.jpg: Texture detected as used as a roughness map in 3D. Enabling roughness limiter based on the detected associated normal map at res://Parizer_4K-painted_wall_4-normal.jpg.
res://Parizer_4K-painted_wall_4-normal.jpg: Texture detected as used in 3D. Enabling mipmap generation and setting the texture compression mode to VRAM Compressed (S3TC/ETC/BPTC).

Please help!

What do your UVs look like?

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I didn’t use UV mapping. I used a plugin called blender kit to set the texture.

It does have a UV map, certainly needs one to work in Godot. I would guess blender kit made a bad UV map for it once exported.

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