I created a character model in Blender, exported it as GLTF and imported it in Godot. I then went back into Blender and used it's texture painting tools to further modify the diffuse texture. I then exported again and reimported into Godot. However, for some reason Godot is insisting on using the old texture for the material. Godot is able to load the texture image itself correctly (if I click on ciderman-diffuse.png it is displayed correctly in the resource brower), but for some reason body-high_001.material is still referencing the old diffuse texture. I am not even sure where the image resource it is referring to is located since it is not listed in the material properties.
I've tried deleting the .material file and reimporting, but I'm still getting the old diffuse texture. Restarting Godot didn't help. How do I fix this?
