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I exported my model shown on the first picture into a glTF binary file, but when I imported it into godot the materials got swapped into weird places.

What it should look like

What it looks like

Are there any fixes for this problem?

Sorry if this is an easy fix question.

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  • $\begingroup$ Are you using UV coordinates for those textures, or something else? Are there multiple sets of UVs? Try exporting just a single set of UV coordinates. $\endgroup$ – emackey Feb 22 at 19:15
  • $\begingroup$ @emackey I am new to texturing so I'm not sure what UV coordinates are. But I just added materials to each mesh and haven't dealt with any of the UV part. It also seems like its only the areas with the same materials (duplicated using Alt+D) that are produced wrongly after importing. I have also opened it in window's in-built 3d viewer and it seems to be working fine, so would this still be a problem with exporting from blender? $\endgroup$ – Barry Lo Feb 23 at 1:55
  • $\begingroup$ UV coordinates are the way to control where textures get applied in glTF, so I would recommend reading up on them a bit. There's a good intro to UV mapping in the Blender Manual: docs.blender.org/manual/en/2.82/editors/uv/introduction.html $\endgroup$ – emackey Feb 24 at 14:43

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