diff --git a/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst b/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst
index 5e69c7089..d7da97e19 100644
--- a/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst
+++ b/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst
@@ -34,17 +34,12 @@ Exporting glTF 2.0 files from Blender (recommended)
There are 3 ways to export glTF files from Blender:
- As a glTF binary file (``.glb``).
-- As a glTF text-based file with embedded binary data (``.gltf`` file)
- As a glTF text-based file with separate binary data and textures (``.gltf``
file + ``.bin`` file + textures).
-glTF binary files (``.glb``) are the smallest of the three options. They include
-the mesh and textures set up in Blender. When brought into Godot the textures
-are part of the object's material file.
-
-glTF embedded files (``.gltf``) function the same way as binary files. They
-don't provide extra functionality in Godot, and shouldn't be used since they
-have a larger file size.
+glTF binary files (``.glb``) are the smaller option. They include the mesh and
+textures set up in Blender. When brought into Godot the textures are part of the
+object's material file.
There are two reasons to use glTF with the textures separate. One is to have the
scene description in a text based format and the binary data in a separate
@@ -108,9 +103,8 @@ Importing ``.blend`` files directly within Godot
This avoids any issues related to packaging, such as different library
versions that can cause incompatibilities or sandboxing restrictions.
-From Godot 4.0 onwards, the editor can directly import ``.blend`` files by
-calling `Blender `__'s glTF export functionality in a
-transparent manner.
+The editor can directly import ``.blend`` files by calling `Blender `__'s
+glTF export functionality in a transparent manner.
This allows you to iterate on your 3D scenes faster, as you can save the scene
in Blender, alt-tab back to Godot then see your changes immediately. When
@@ -154,11 +148,8 @@ Blender has built-in COLLADA support, but it does not work properly for the
needs of game engines and shouldn't be used as-is. However, scenes exported with
the built-in Collada support may still work for simple scenes without animation.
-For complex scenes or scenes that contain animations, Godot provides a
-`Blender plugin `_
-that will correctly export COLLADA scenes for use in Godot. This plugin is
-not maintained or supported in Godot 4.x, but may still work depending on your
-Godot and Blender versions.
+For complex scenes or scenes that contain animations it is highly recommend to use
+glTF instead.
Importing OBJ files in Godot
----------------------------
@@ -179,7 +170,7 @@ There are 2 ways to use OBJ meshes in Godot:
Blender 3.4 and later can export RGB vertex colors in OBJ files (this is a
nonstandard extension of the OBJ format). Godot is able to import those
- vertex colors since Godot 4.0, but they will not be displayed on the
+ vertex colors, but they will not be displayed on the
material unless you enable **Vertex Color > Use As Albedo** on the material.
Vertex colors from OBJ meshes keep their original color space once imported