3D asset workflows
Start with the receiving tool, then choose the export and acceptance checks. Follow Blender, Unity, Unreal, Godot, or slicer handoffs, or use the asset acceptance checklist to coordinate delivery. Static exports are on Pro; Objectify rigging and API access are Studio features. These guides identify importer-specific limitations and cite documentation rather than claiming measured product compatibility.
3D asset handoff checklist: from generated mesh to accepted export
Agree on the receiving application, supported importer, and intended use before choosing an export.
Read Asset acceptance guideImport a generated model into Blender
GLB is a practical starting point for a textured static asset in Blender.
Read Blender guideImport generated 3D assets into Unity
Unity's primary model interchange support is FBX.
Read Unity guideImport generated assets into Unreal Engine
Choose the importer used by the project and keep the original export.
Read Unreal Engine guideImport a generated GLB into Godot
Choose GLB when the project needs a mesh and supported materials in one handoff.
Read Godot guidePrepare a generated mesh for a slicer
Choose the format your slicer accepts and preserve the original mesh before repair.
Read Slicer handoff guide