What is your Blender > Godot 3D workflow and are there any need to know tips and tricks? The reason I'm asking this is because I want to create a map for my game and right now I'm looking for a future proof workflow ("future proof" is related to my project and not to technology).

I think I will use the following workflow:

Modeling single meshes and terrain inside Blender. They are grouped into different categories like foliage, buildings etc. One Blender project and exported file (.glb) per category. Of course UVs are created in Blender. Placeholder Materials in Blender (just albedo texture at max).

Import as multiple Scenes + Materials. Map building inside Godot.

Are there any big problems I don't see right now or is there a better workflow?

Only problem I have: If an object is imported it will also import a material and if the material already exists it will use the existing one. But can I say Godot to look in all folders for a similar material and not just in the import folder?

Terrain, if you want multiple textures, you have to use splatmapping or else the resolution looks pretty bad if you are using a large texture. You might want to look at the terrain plugin. It depends what you are doing, etc. Might work out fine.

That's basically what I'm planning on right now. I haven't experimented with the textures yet. Some say to save with separate textures, but I just save the glb right now. As you experiment I'm sure you will come up with better ways of doing things as you start placing scenes. If you did export with separate textures, you might be able to drop them all in one texture folder and then you'd get a warning if there was a duplicate. Might be able to do that with the glb textures also. If you move files Godot remaps. I haven't tried it so probably better to do it on a small project first.

Thanks for your advice with the terrain texture!

Texture paths are not a problem because I only import placeholder materials.

My problem is: When I import or reimport an object Godot will only look in the import folder for existing materials and not in the whole project folder.

Ok new plan.

1) Create the whole map in Blender + UVs + placeholder materials. 2) Import in Godot as one scene. 3) Use a custom script to check the material for each object and change it if there is a material with the same name in my global materials folder or one of its sub-folders. 4) Collisions are generated automatically (collisions do not have to be highly optimized because the art style is low poly and the game is for pc only).

Only thing missing is how to handle RigidBody objects but I don't have many (less than 10 different types of objects) so another small script should work.

Downside is I cannot move things around in Godot but that's ok. We will see how well this will work.