Thanks, just going to check if I cap default import size for textures to 4k on import if the Needle > Compressed GLB export at least uses the capped size I set below that now so if I needle import cap it to 2k it should be smaller
by user 103054507105067008
@Marcel_Wiessler1
Just tried it with a model GLTF separate using Albedo, Metallic and Normal - I set the Metallic + Roughness textures to be 4096 Default import, Needle import 512 and the albedo is set to 4096 import and Needle 4096 import. When exported as compressed glb in gltf.report the textures are all 512px including albedo
by user 103054507105067008
seeing something similar here, im checking 
Ok, have screen recorded in case, thanks for checking. I have some models that have labels on them that get badly compressed if too small px textures where I noticed this
by user 103054507105067008
ok its definitely a post export issue
i think i know what it is
Seems to apply the settings of the first texture to the rest, in my case with 3 textures it applies the albedo’s settings which are ETC1S, 2048 px which goes to the other textures. Will be great when each texture’s compression mode is respected so it spits out UASTC normal + metallic in my case
by user 103054507105067008
It mismatches settings internally
at least the boat is now correct
Just double check with different compression on the textures like ETC1S and UASTC
by user 103054507105067008
Tested a bit with another model with more textures. Just publishing right now
About to try
by user 103054507105067008
All fixed it seems! Thanks!
by user 103054507105067008