• 3D
  • How to fix corrupt / fragmented mesh on imported dae files?

Hi all,

I'm working on a 3D racer that uses assets from https://brokenvector.itch.io/low-poly-road-pack. When I view the models in blender everything looks correct, but for some of the dae files I end up with strange corruption on some of the road pieces when I use the Road Colorscheme.png that is intended to be used as the materials for the mesh.

Here's how one of the models looks when I view it in blender:

And here is what it looks like in Godot:

As you can see, the road textures for the lines have gone wild. Any ideas as to how I can resolve this?

I ended up exporting the models from Blender again and it resolved most of the issues!

Not too sure what the cause was, but it seems to work better. However, there is still some very slight corruption on the texture.

Welcome to the forums @yokelpole!

On the road texture, do you have the texture set to "repeat"? Maybe the UV map expects a repeating texture and that's why its getting a bit of distortion.

On the road texture, do you have the texture set to "repeat"? Maybe the UV map expects a repeating texture and that's why its getting a bit of distortion.

I couldn't find a "repeat" setting under the albedo, texture, or UV1 settings - mind linking a screenshot or to some docs about what you're talking about?

But on the bright side, I decided to try exporting the models from Blender as glTF and it appears that the last few texturing problems I was seeing are gone! Maybe there's a bug with how Godot imports some dae files?

@yokelpole said:

On the road texture, do you have the texture set to "repeat"? Maybe the UV map expects a repeating texture and that's why its getting a bit of distortion.

I couldn't find a "repeat" setting under the albedo, texture, or UV1 settings - mind linking a screenshot or to some docs about what you're talking about?

Sure! Here's a photo of the repeat setting in the import tab in the Godot editor (I forgot where the setting was, so my bad!)

But on the bright side, I decided to try exporting the models from Blender as glTF and it appears that the last few texturing problems I was seeing are gone! Maybe there's a bug with how Godot imports some dae files?

Awesome, I'm glad you got it working! I think dae file support isn't currently being as actively worked on, so it's possible that dae exporters do things differently than the Godot importer. I've found that GLTF is generally more stable than dae in recent versions of Godot, though in previous versions it was the opposite way around. I'm not sure on the state of FBX support, but I know it recently got a lot of work, so it may also be a viable option if GLTF causes issues.

Great, thanks for the information and help. Really appreciate it. =)