I have created a map in Blender 5.2 that needs to be exported as a GLB file for use in Godot 4.7.1.
The map consists of:
I am currently experiencing problems with the black outline. It was created from a plane mesh consisting only of edges aligned along the X and Y axes.
I have already tried troubleshooting this issue extensively with both ChatGPT and Claude, but neither was able to provide a satisfactory solution.
A clean, exportable GLB object with smooth and consistently thick black outlines.
The complete map and all related objects prepared at an appropriate resolution and scale so that the outlines and objects are displayed correctly in Godot without distortion.
The individual states, the black outline/frame, and the sea must remain separate objects in the Blender file and the exported GLB, matching the structure of the files provided.
The final GLB file must have an appropriate and optimised file size for use in a game. Excessively high polygon counts, unnecessary geometry, and unnecessarily large textures should be avoided without compromising visual quality.
The complete editable Blender source file (.blend) must also be provided.
A short explanation of the method used, including the relevant Blender settings and export steps, so that I can understand and reproduce the solution.
I have already spent considerably more than a day trying to solve this problem without achieving a satisfactory result. As I am still relatively new to Blender, I am looking for someone with solid experience in Blender-to-Godot workflows and GLB exports.
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