Texture problems when trying to use a texture atlas

Godot Version

V4.4.1.stable.offical

Question

Hello everyone.

I am new to godot and game making in general. For reference I am using blockbench for creating my 3D models.

I have created one model so far in blockbench and textured it using a texture atlas I created. I have mapped all the UVs manually as well. I exported the model to godot without embedded textures. Inside godot I created a standardmaterial3D for my texture atlas. I then applied the texture to my model however the model textures come out wrong. They are in the general area of where the textures should be but they all seem placed severely wrong. I will include screenshots of how the model looks in block bench compared to how it does in godot along with the settings.

I’ve found texture atlases and shaders don’t get along in Godot. I’d suggest using a single texture for the model if you reasonably can.

The problem I’ve had (I think?) is that the UVs handed in to the shader are UV coords on the entire texture atlas, not normalized for the subtexture you’re using.

Solved the issue by exporting the model as a FBX file instead of a glTF file.