Hi all,
I'm just looking at maybe buying a 3d model of a location/house from an online marketplace like cgtrader to hopefully use in a Godot FPS I'm making as a learning experience.

Just in the most general terms, what's an overview of the work I would need to do if i wanted to import a purchased 3d model of a house (such as https://www.cgtrader.com/3d-models/interior/house-interior/modern-villa-2021-blender-eevee-and-cycles-1) and bring it into Godot?

I can see the model has GLTF files, so it should be compatible shouldn't it? It will likely be quite a complex model with many many parts I'd imagine.

I'm guessing I have to mark surfaces as floors, add functionality to things like doors if I want them to work as such. Would I need to do any blender work, like lowering poly counts (I'm just guessing I haven't a clue)

All advice appreciated, I'm pretty much new to all of this!

    ScoutMoreOften I'm just looking at maybe buying a 3d model of a location/house from an online marketplace like cgtrader to hopefully use in a Godot FPS I'm making as a learning experience.

    FPS… The furnishings in the house — are they supposed to be destructible?

    There's a statement here about buying assets:

    cybereality But 3D assets still have some issues. Sadly, I think I have reached the end of what I can do with purchased art. I have spent thousands of dollars on cgtrader and most of the models don't work. Not even just in Godot, not even in Blender. Even the ones that include a Blender file usually are missing the textures, or the materials don't work. For some simple models I can fix it myself, but it's too much to manually redo like 100 materials for a large scene. So I am going to make all my own art moving forward. That way I know it will be compatible.

    I suggest paying attention to free houses or you can make your own with a little effort.

    ScoutMoreOften I'm guessing I have to mark surfaces as floors, add functionality to things like doors if I want them to work as such. Would I need to do any blender work, like lowering poly counts (I'm just guessing I haven't a clue)

    Only way to know would be to buy the asset and try importing into godot, then see what comes up as a issue. Then import into blender and try to resolve them, reexport and then finally import into godot again.

    ScoutMoreOften be aware that looping mesh animations also work differently with Godot (for example a Walking Cycle, Running cycle, etc).

    If you get a model that has animations made for Unity or Unreal or even Blender/Maya/etc, you will probably have to edit all of them for Godot, because both Godot 3.5 and 4.0 duplicate the initial frames, looping incorrectly.

    There's an open issue about that here: https://github.com/godotengine/godot/issues/65513

    And I wrote how to temporarily fix them with Blender: https://github.com/godotengine/godot/issues/65513#issuecomment-1240907596