1. Generate
Create the PBR result from your UV-mapped GLB.
Godot texture workflow
Copy the Textured GLB into your Godot project. Godot recommends glTF 2.0 and imports binary .glb files as 3D scenes with embedded textures. Instantiate the imported scene, then inspect or override its StandardMaterial3D resources.
Fastest handoff
Godot recommends glTF 2.0, and a binary GLB keeps the mesh and embedded textures together. Separate maps are useful when you want editable material resources.
Create the PBR result from your UV-mapped GLB.
Take the complete GLB and separate texture maps.
Finish the asset inside Godot.
Import workflow
Place the downloaded .glb inside the project folder and let Godot run its scene importer.
Select the GLB in the FileSystem dock and inspect its scene, mesh, material, and animation options.
Add the generated PackedScene to your level and confirm its scale, orientation, and materials.
Use StandardMaterial3D with the separate PBR maps when you need direct control over texture settings.
PBR map hookup
Use this table when the imported GLB needs manual material repair or your project requires engine-specific shaders.
StandardMaterial3D > Albedo > Texture
Use the color texture as albedo.
StandardMaterial3D > Normal Map > Texture
Enable the normal-map property.
StandardMaterial3D > Roughness > Texture
StandardMaterial3D supports a separate roughness map.
StandardMaterial3D > Metallic > Texture
StandardMaterial3D supports a separate metallic map.
The result is an imported 3D scene, not a finished Godot gameplay scene. Collision shapes, scripts, navigation, LOD behavior, and project-specific material effects remain manual setup.
Official sources
Continue the workflow
Upload a UV-mapped GLB, guide the look with text or a reference image, and download the complete result plus its PBR maps.