It is hard to get models out of Blender into Godot (correctly and without loosing half the work).
Gamedev relevant open-source projects should come together to create a new 3D interchange format. More in the GitHub discussion.
I’ve submitted this proposal to other open source projects as well:
You can’t create 3d models in Godot. (To be pedantic you can, but it’s not made for that)
Blender can perfectly produce models intended for real time rendering. It also has the Eevee renderer^^ Whether a 3d file stores 10k or 10M vertices doesn’t matter. It’s on you, the asset creator, to know the requirements of your project/customer/employer. Blender, or any other tool, should not impose any artificial restriction on that.
The model made in Blender should arrive in Godot without having lost any data that both tools do support perfectly. The thing that holds the model while it goes from one to the other, either looses half the work, or Blender itself refuses to put in big parts of your work, because they weren’t able to fully and correctly reverse engineer FBX.
I’m not faulting Blender developers for the reverse engineering, I’m arguing for a format that does the basics right, isn’t proprietary, and hopefully extensible.
This is the correct take. Game devs have been creating game-optimized models using the same tools as other 3d artists for decades.