Godot model import has strange corrupted textures for GLTF model

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In Godot 4, I am trying to import a model of a pinata that I created for a game. I created a UV map for this model, and have exported with the default settings, and yet it seems that the UV map is corrupted on the mesh.

Upon dragging in the model I created in blender, I get the following:

Broken model: enter image description here

What the model is supposed to look like: enter image description here

What the uv map is meant to look like: [![enter image description here][1]][1] [1]: https://i.stack.imgur.com/soR0g.png

What the uv map is coming up as in godot: [![enter image description here][2]][2] [2]: https://i.stack.imgur.com/OjEyX.png

I tried to add the UV map as a material, but I couldn't figure out how to add it correctly. Any advice on how to proceed?

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This was stupid of me, but I solved it by changing the image compression in the import tab up the top left next to the scene tab from Vram compressed to lossless.