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Blender How to prevent duplicate textures

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Hi guys, on Blender, when exporting GLTF files, I keep exporting additional textures with a dash and a number next to them. How can I avoid this? I've cleaned up the file removing orphan data and other methods, yet I still get these files exporting. Please tell me how to get rid of these guys.

Thank you.
 

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You can edit the Texture names within Blender, to remove anything (including .png) and the exporter will export the textures as whatever.png. I do this within the Material settings.
If it's not an orphan texture, then it must be in use by a material. Just change or alter the name.

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The most regular reason I get for this after being convinced I've squashed everything, is that the -1 texture is in an alpha shader from an import that I failed to notice.

Next up is when you end up with texture, texture.001, texture.002 etc.

The .001s and more all have to be tracked down and replaced with the non numbered version. I usually replace them all from the same source at the same time just to be sure.
 
The thing is @rhumbaflappy is that they all have a proper name. No additional dash. On the list of IMAGES, you will not find "IMAGES" (TEXTURES) with dash.

@superspud -1 texture are normally altered PBR files. It's never ALBD. It's either a Normal or a Comp.

There's a conflict there with like you guys say, items that were imported or pasted from other blender files but are hard to remove.
 
Funny you should say that, I feel special in this situation too.

But how did you solve the -1 textures?

Track them down manually and exterminate them.

The ones that were the most persistent are always the hidden alphas.

A lot of my texture setups are a convoluted mess so if yours aren't then maybe something else is going on.
 
Remapping .00x with pictures describing the two methods I know for dealing with duplicate textures. Don't forget to check your gltf_settings particularly if you do a lot of importing because Blender really likes to go ham making duplicates in that field.

 
There is nothing wrong with Blender. The user or developer needs to make sure that all parts have a different name even though they could be the same material (the same color of wood, metal or ingredients).that make up the object/ model. That is especially true when you duplicate parts of an object after a material has been created.
 
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I found the issue via SHADING mode, where materials shared the same PBR texture but their outputs were different. This resulted in a mixture of what was input via the parameter settings using the PBR material at the same time.
 
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