In our current project we have exported single meshes (some with multiple materials) from Blender as glb into Godot.
We import the glb, press "New inherited" and save that to a scene. This scene still references the glb and gets reloaded if we make changes to the glb.
We want to make changes to the materials inside the mesh. The godot docs say about this use-case that we should choose to store the materials outside of the glb and mark "Keep on reimport".
Our problem with this is that the created material files are too large. For a glb that is 4mb the three material files amount to a total of 15mb. If we choose .tres instead of .material the files are even larger! I've noticed that the textures inside the material such as albedo are marked Uncompressed but I have no idea how to specify that it would be fine to import those lossy.
Are we missing something about the way we should work with glb scenes in Godot?