Godot Version 4.5.1 stable
Question
When importing a model into Godot, shading artifacts appear, as if the model has inverted normals in some places.
An important clarification: these are areas where parts of the model are mirrored using the “mirror” modifier or manually mirrored by changing the scale to -1 and recalculating the normals outward. Or simply in areas where UV islands are overlapped to save texture space.
Confused observations:
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If you disable bones when exporting from Blender, the model imports perfectly, just as it looks in Blender.
But, of course, you lose the ability to animate the object. -
If you delete some bones, the shading artifacts become less pronounced, but they don’t disappear completely.
I suspected there were too many bones, but that doesn’t seem to be the issue. -
If you move the UV map to channel 2 or 3 and unwrap channel 1 without overlapping, the shading errors disappear. I consider this method an acceptable solution, but more of a workaround. The third UV channel can be obtained and assigned to textures using custom properties in the visual shader, but this adds complexity to model preparation, and you may need to rework existing assets.
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If you add animation and move the bone by at least 0.001, the shading errors also disappear.
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If you disable tangent export and also disable the “check tangents” function in Godot import, the shading returns to normal.
However, it seems tangent tangents are necessary for materials and some effects to work correctly, such as correct normal map lighting.
What have I already tried?
I first tried checking the exporter for errors. I used F3D version 3.4.1 for double-checking, and in this program, the model looks as expected (normal).
I re-imported the model into Blender for double-checking, and as expected, the model looks normal. I tried various export combinations to identify possible errors in the model settings. Enabling “Export only deformation bones” and disabling “Shape Key” had no effect on the result.
In the Godot importer settings, I enabled “Force Disable Compression” in the mesh category. Enabling “Use Named Skins” didn’t affect the artifacts.
In the Godot import preview window, if I select the mesh itself, it looks fine, but if I select the “MeshInstance3D” node, artifacts appear.
The question is, is it possible to fix this myself, or should I expect a fix in the next updates?
Is this an engine error, or did I make a mistake exporting the model?
If it’s possible to upload models here, I can share the model for testing as a blender file or an already exported version in the “GLTF” format.






