That looks really cool!
It has a godot Logo on it !!!
why is the logo a different material. does it has two material channels? (are multiple material channels even supported?)
Why is it an issue? Are you planning to implement this as a default material testing object?
@toger5
Yes, multiple materials are supported. If you have single mesh you have to assign to different parts different tmp materials. Then when you export to dae and import to Godot multiple slots for materials will be available in inspector for that mesh resource.
I made issue so it wont get lost and anybody can download. There was idea on IRC to have one of those. Although I don't know for what purpose exactly. xD
Oh I had idea to animate one of the parts. Will update DAE soon to support this xD
looks nice, except for the stand it's too long and thin.
@tGuMedia
Actually it's not even connected but there is green line from viewport that I can't turn off right now in 3.0.
I wanted a cone in there ;) No one includes Cones in material previews! No one! We need them : [
That visible UV seam kind of bothers me, but I guess its useful for it helps notice any normal map issues.
UV is tiled I just didn't used tiled texture.

Now that's more like it, now can we have that replace the broken test-cube? 馃槃
What if the test cube is replaced by a "test mesh instance" with a primitive as resource ? In the same way as the collision shape gives a choice between several shapes. Is it a good idea ?
@DriNeo Welcome to the party, #8661 is just doing that. 馃槂
this was used already and works great, thanks!
closing
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@tGuMedia
Actually it's not even connected but there is green line from viewport that I can't turn off right now in 3.0.
I wanted a cone in there ;) No one includes Cones in material previews! No one! We need them : [