I’ve been experimenting with low-poly assets (free kits by KayKit) and noticed a some discussions around setting up materials and textures upon import (like this Godot forum thread).
It made me wonder: Why not just bake the texture into vertex colors?
To test it out, I grabbed the Knight model from the kit (the base .glb is about 342 KB). The Knight is split into a few separate meshes, so I had to repeat the process for each part. Here is the workflow I used in Blender:
Go to Object Data Properties → Color Attributes
, and add a new one with the default settings (Vertex / Color).
Switch the render engine from EEVEE to Cycles, and set it to GPU.
Scroll down to the Bake tab, change the Bake Type to Diffuse, and untick Direct and Indirect under Contributions.
Change the output target to Active Color Attribute and hit Bake. (Repeat this for all the meshes).
Head over to the Shading workspace. In the material slot for the knight (change to Material), add a Color Attribute node, select your color, and plug it into the Base Color.
Select all the other meshes, make sure your main mesh is the active one (Shift + Left Click in the Scene Collection), and hit CTRL + L → Link Materials.
For cleanup, switch the Outliner from Scenes to Blender File and purge any unused data blocks. Save it as a .blend file.
Then I brought it into Godot:
Drag the .blend into Godot and double-click to open the importer. The mesh looks white at first.
Go to Actions → Extract Materials. I chose the .res format since binary is usually faster than text (.tres) and I don’t need to manually edit it. Pick a folder and extract.
Right-click the .blend file and make a New Inherited Scene, then save it as a .scn.
Right-click the top node and clear the inheritance.
Finally, open up the extracted material and under the Vertex Color settings, check “Use as Albedo”.
I did some quick testing to see if there was a noticeable difference, but honestly, I didn’t find much. There was just a tiny drop in video memory usage and a slightly smaller scene size.
What are your thoughts on this? Does it actually make sense to use vertex colors, and if so, in what kind of scenarios?



















