8/11/2025

Fixing Model Textures: Why They Look Different in Godot

So, you’ve spent hours, maybe even days, meticulously crafting the perfect 3D model in Blender. The textures are crisp, the colors are just right, & everything looks EXACTLY how you want it. You export it, full of excitement, drop it into your Godot project, &… it looks… wrong. The colors are off, some parts are weirdly dark, maybe some bits are even see-through when they shouldn't be. Honestly, it's a super common moment of frustration for anyone diving into 3D game development with Godot. I’ve been there, and let me tell you, it’s usually not as bad as it seems.
Here's the thing: it's not that Godot is "bad" at rendering or that your model is "broken." The difference you're seeing is almost always down to a mismatch in how your 3D modeling software (like Blender) and Godot interpret the data you're giving them. They're two different programs with their own rendering pipelines, lighting systems, & material properties. Think of it like trying to read a document written in a specific dialect of a language you know – you can understand most of it, but some phrases just don't translate perfectly without a little extra context.
In this guide, we're going to break down all the common reasons why your models look different in Godot, & more importantly, how to fix them. We'll get into the nitty-gritty of lighting, materials, export settings, & all the little checkboxes and dropdowns that can make or break your visuals. By the end of this, you'll have a much better understanding of the pipeline from your 3D software to Godot, & you'll be able to get your models looking just as good in-game as they do in the viewport.

The Great Lighting Divide: Blender vs. Godot

One of the first things you’ll notice is that the lighting is just… different. A model that looks perfectly lit in Blender's viewport can look flat, overly dark, or strangely shiny in Godot. This is probably the BIGGEST reason for the initial shock when you import a model.
Here’s why it happens:
  • Default Environments: Blender's viewport has a default lighting setup & environment map that it uses to display your models. This is designed to give you a clear, well-lit view of your work. Godot, on the other hand, starts with a pretty basic, if not completely empty, world environment. When you first drop your model into a new Godot scene, there's often no ambient light, no sky, & no reflections. It’s just your model in a void.
  • Different Rendering Engines: Blender & Godot use different rendering engines. While both are moving towards physically based rendering (PBR), the specific implementations & algorithms they use can vary. Godot 4, for instance, uses the Vulkan rendering backend, which can have subtle differences in how it handles light, shadows, & materials compared to Blender’s Eevee or Cycles renderers.
How to Fix It:
The key is to set up a proper lighting environment in Godot that either matches your intentions from Blender or creates the desired look for your game.
  1. Add an Environment: The most crucial step is to add a
    1 WorldEnvironment
    node to your scene. This node is where you'll control the ambient light, the background (sky), & other environmental effects like fog. You can create a new environment resource & start tweaking the settings.
  2. Use a Sky: Inside the
    1 WorldEnvironment
    resource, you can add a
    1 Sky
    . A
    1 ProceduralSkyMaterial
    is a good starting point, as it gives you a customizable sky with a sun. You can also use a
    1 PanoramaSkyMaterial
    with an HDR image to get realistic lighting & reflections.
  3. Add Lights: Don't rely solely on the environment. Add
    1 DirectionalLight3D
    nodes for sunlight,
    1 OmniLight3D
    for point lights, &
    1 SpotLight3D
    for spotlights. Experiment with their position, color, & energy to achieve the desired effect.
  4. Global Illumination: For more realistic lighting, especially in indoor scenes, consider using Godot's global illumination systems. In Godot 4, you have options like Signed Distance Field Global Illumination (SDFGI) & VoxelGI. These systems simulate how light bounces off surfaces, creating more natural-looking scenes. Be aware that these can have a performance cost, so use them judiciously.
By setting up a proper lighting environment in Godot, you're giving your models the context they need to look their best. It's less about making Godot look exactly like Blender, & more about creating a consistent & appealing look for your game.

Material Mismatches: Getting Your Colors & Textures Right

After lighting, material settings are the next big source of discrepancies. You might find that your colors are washed out, your metallic surfaces don't look shiny, or your transparent objects are solid. This is all down to how Godot interprets the material information from your exported model.
Common Material Problems & Solutions:
  • Wrong Colors (sRGB to the Rescue): One of the most common issues is that colors look darker or more washed out in Godot. This is often due to something called "sRGB." In simple terms, sRGB is a color space standard. Most image editing software & monitors use it. When you create your textures, you're likely working in sRGB. Godot needs to know that your color textures (like your albedo or diffuse maps) are in this color space to display them correctly.
    • The Fix: When you import your textures into Godot, select the texture file in the FileSystem dock, go to the Import tab, & under the "Compress" settings, make sure the
      1 Mode
      is set to
      1 VRAM Compressed
      . Then, for your color textures, ensure that
      1 Texture > Force sRGB
      is checked. For non-color textures, like normal maps or roughness maps, you should leave this unchecked. This tells Godot to treat the image as a color & apply the necessary corrections.
  • Transparency Troubles: Transparent materials, like glass or gradients, can be tricky. You might find that your transparent surfaces are either completely opaque or have harsh, aliased edges.
    • The Fix: In your material settings in Godot, under the
      1 Transparency
      section, you have a few options.
      1 Disabled
      is the default. For simple transparency, you can use
      1 Alpha
      . For more complex effects, you might need to use
      1 Alpha Scissor
      or
      1 Alpha Hash
      . You also need to pay attention to the
      1 Cull Mode
      . By default, Godot will cull (not render) the back faces of a mesh. For something like glass, you might want to set
      1 Cull Mode
      to
      1 Disabled
      so you can see both the front & back.
  • Metallic & Roughness Workflows: Godot's
    1 StandardMaterial3D
    uses a PBR workflow with separate textures for metallic & roughness. Blender's Principled BSDF shader is compatible with this, but you need to make sure you're exporting the textures correctly. If you're using a different workflow, like a specular/glossiness one, it won't translate directly.
    • The Fix: Stick to the metallic/roughness PBR workflow in your 3D modeling software. When you export, you can either pack your textures or import them separately into Godot. If you import them separately, you'll need to manually assign them to the correct slots in your
      1 StandardMaterial3D
      (Albedo, Metallic, Roughness, Normal, etc.).
  • Unpacking Materials: Sometimes, a model with multiple materials will import into Godot as a single object with only one material applied. This is especially common with more complex models.
    • The Fix: In the Godot editor, you can right-click on your imported scene file in the FileSystem dock & choose "Editable Children." This will unpack the model in the scene tree, allowing you to access the individual
      1 MeshInstance3D
      nodes. From there, you can go to the
      1 Surface Material Override
      property in the Inspector & assign the correct materials to each surface.
Getting your materials right is a process of understanding how Godot's
1 StandardMaterial3D
works & ensuring that the data you're feeding it is in the correct format. It might take a bit of manual tweaking after you import, but once you get the hang of it, it becomes a much smoother process.

The Export-Import Dance: Getting Your Model from A to B

The way you export your model from your 3D software & how you import it into Godot plays a HUGE role in how it will look. There are a lot of settings on both ends that can affect the final result.
Export Best Practices:
  • Use glTF 2.0: While Godot supports several 3D file formats like FBX & OBJ, the recommended format is glTF 2.0 (.gltf or .glb). glTF is designed to be a transmission format for 3D scenes, meaning it's optimized for getting your models from one application to another with as little data loss as possible. It's the most well-supported format in Godot & is more likely to carry over your material & animation data correctly.
  • Apply Transforms: Before you export, make sure you've applied all transforms to your model in your 3D software. This means applying the scale, rotation, & location. If your model has a scale of, say, 2.0 in Blender, it can cause weird issues with lighting & physics in Godot. In Blender, you can do this by selecting your object & pressing
    1 Ctrl+A
    & choosing "All Transforms."
  • Check Your Normals: We'll get into normals in more detail in a bit, but for now, just know that they are CRUCIAL for correct shading. Before you export, make sure all your normals are facing the right way. In Blender, you can enter Edit Mode, select all vertices, & press
    1 Shift+N
    to recalculate the normals.
  • Triangulate Your Mesh: Godot, like most game engines, works with triangles. While your 3D software might let you work with quads or n-gons, it's a good practice to triangulate your mesh on export. This ensures that the geometry in Godot looks exactly as you intended. Most export plugins have an option for this.
Import Settings in Godot:
When you import a model into Godot, you'll have a range of options in the Import dock. These settings can significantly impact the final look & performance of your model. Don't just stick with the defaults – take a look at what's available. You'll find options for compressing textures, generating LODs (Levels of Detail), & configuring animations. Getting familiar with these settings will give you a lot more control over your assets.

The Unseen Hero: Understanding Normals

If you've spent any time on 3D modeling forums, you've probably heard people talk about "normals." They might seem like a technical, arcane concept, but they are absolutely FUNDAMENTAL to getting your models to look right.
What are Normals?
In simple terms, a normal is a vector that points away from the surface of a polygon, indicating which way that surface is facing. The game engine uses these normals to calculate how light should interact with the surface. If the normals are pointing the wrong way, the lighting calculations will be wrong, & you'll get weird, dark patches on your model.
Common Normal Problems:
  • Flipped Normals: This is the most common issue. It happens when a normal is pointing into the model instead of out. This can happen for various reasons during the modeling process. The result in Godot is that the face will look black or unlit, because the engine thinks it's facing away from the light.
  • Split Normals & Smoothing Groups: For hard-surface models, you often want sharp edges. For organic models, you want smooth surfaces. This is controlled by how the normals are handled. "Split normals" are used to create sharp edges, while "smoothed normals" create a continuous, curved surface. If this information isn't exported correctly, your model can look blocky or have weird shading artifacts.
How to Fix Normal Issues:
  • Recalculate in Blender: As mentioned earlier, the first step is to recalculate your normals in Blender before you export (
    1 Shift+N
    ). This will fix most common issues with flipped normals. You can also visualize your normals in Blender to make sure they're all pointing outwards.
  • Check for Duplicate Vertices: Sometimes, you can have duplicate vertices sitting on top of each other, which can mess up the normal calculations. In Blender, you can select all vertices in Edit Mode & use the "Merge by Distance" tool to clean these up.
  • Use a Weighted Normal Modifier: For more complex hard-surface models, you can use a "Weighted Normal" modifier in Blender to get better-looking sharp edges.
Normals are one of those things that are invisible until they're wrong. Making sure they are correct before you export will save you a lot of headaches down the line.

A Quick Word on Player Support & Community Management

As you can see, there's a lot that can go wrong when you're working with 3D assets. It can be a frustrating experience, especially for newcomers. If you're a game developer, you've likely had players report graphical glitches or issues. And if you're a creator selling 3D assets on a marketplace, you've probably had to answer the same questions over & over again about why a model doesn't look right in a particular engine.
This is where having a good support system in place can be a game-changer. Imagine if your players or customers could get instant answers to their questions without having to wait for a reply on a forum or Discord server. That's where a tool like Arsturn comes in. You can use Arsturn to build a no-code AI chatbot that's trained on your own data. For example, you could feed it all of your documentation, FAQs, & tutorials about how to properly use your 3D assets in Godot. When a user has a question, they can just ask the chatbot & get an instant, helpful response. It's a pretty cool way to improve the user experience & free up your time to focus on creating.
So, with all of that information, what's the best way to get your models from Blender to Godot with the least amount of friction? Here's a recommended workflow that incorporates all the best practices we've discussed:
  1. Model & Texture in Blender: Create your model as you normally would. Stick to a PBR metallic/roughness workflow for your materials.
  2. Prepare for Export:
    • Apply all transforms (
      1 Ctrl+A
      > "All Transforms").
    • Recalculate normals (
      1 Shift+N
      ).
    • Clean up any duplicate vertices ("Merge by Distance").
    • UV unwrap your model properly.
    • Consider triangulating the mesh on export.
  3. Export as glTF 2.0: Use the glTF 2.0 exporter. You can choose to export as a .glb file (which packs everything into a single binary file) or a .gltf file with separate textures. The .glb format is often more convenient.
  4. Import into Godot: Drag your exported file into your Godot project folder.
  5. Set Up Your Godot Scene:
    • Create a
      1 WorldEnvironment
      node & add a sky & lighting.
    • Add
      1 DirectionalLight3D
      ,
      1 OmniLight3D
      , or
      1 SpotLight3D
      nodes as needed.
    • Consider using global illumination for more realistic lighting.
  6. Tweak Your Materials:
    • Select your imported color textures & make sure "Force sRGB" is enabled in the Import dock.
    • For models with multiple materials, use "Editable Children" to assign the correct materials to each surface.
    • Adjust your material properties (transparency, cull mode, etc.) as needed.
By following this workflow, you'll be able to minimize the number of issues you run into & get your models looking great in Godot.

Conclusion

It can be a little jarring at first to see your beautiful 3D model look "off" when you bring it into Godot. But as we've seen, it's almost always a solvable problem. It's not about one program being "better" than the other; it's about understanding the differences in their workflows & learning how to translate your creative vision from one to the other.
Remember to pay attention to your lighting, get your material settings right (especially sRGB!), use the recommended glTF export format, & always, ALWAYS check your normals. It might seem like a lot to remember at first, but with a little practice, it'll become second nature.
And if you're a creator looking to help your community navigate these challenges, remember that tools like Arsturn can be a great way to provide instant, automated support. By building a custom AI chatbot, you can help your users solve their problems quickly & efficiently, creating a better experience for everyone.
Hope this was helpful! Let me know what you think, & happy developing

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