Scene Hierarchy > Needle > Export to compressed .glb uses Default import texture sizes

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 :cactus: 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 :slightly_smiling_face:

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

I think I got it :slightly_smiling_face:

at least the boat is now correct

Just double check with different compression on the textures like ETC1S and UASTC

by user 103054507105067008

Looks good now

Tested a bit with another model with more textures. Just publishing right now

Can you try 2.60.4 ?

About to try

by user 103054507105067008

All fixed it seems! Thanks!

by user 103054507105067008