Godot's 3D workflow is lighter than Unity's or Unreal's and organised around scenes rather than prefabs.
glTF first
Godot's best-supported format is glTF/GLB, not FBX. FBX import exists and depends on external tooling; glTF is native, well-tested and carries PBR materials correctly. If you can choose your export format, choose GLB.
The import dock
Imported models become scenes. The import dock lets you configure how — whether meshes become separate nodes, whether collision is generated, how materials are extracted.
The advanced import settings dialog is where per-node control lives: marking a mesh as a collider, setting LODs, extracting materials to editable resources. It is easy to miss and it is where most of the useful options are.
Materials
Godot's StandardMaterial3D maps closely to glTF's PBR model, so imported materials usually arrive correct — a genuine advantage over engines that need materials rebuilt by hand.
Extract materials to separate resources if you intend to edit them; embedded materials are overwritten on reimport.
Scale and orientation
Godot is Y-up and metres, which matches Blender's defaults and glTF's convention. This is the least troublesome combination of the major engines.
Occlusion and LODs
Godot generates LODs automatically on import for meshes above a threshold, and supports occlusion culling with baked occluders. Both are opt-in-ish and worth configuring deliberately rather than accepting defaults.
Where it differs philosophically
Everything is a scene, and scenes nest. A prop is a scene; a room containing props is a scene; a level is a scene. Coming from prefab-based engines this is the main adjustment, and it makes modular kit workflows unusually natural.