Exporting and Preparing Models for Different Uses
File formats
| Format | Used for |
|---|---|
| GLB / glTF | web, AR, many engines; includes materials and textures |
| FBX | games and animation pipelines |
| OBJ | simple geometry exchange (with MTL materials) |
| STL / 3MF | 3D printing (3MF keeps units and colours) |
| USD / USDZ | film pipelines, Apple AR |
| STEP | CAD data exchange |
Before exporting
- Apply transforms (scale and rotation) so the model imports at the right size.
- Check the up axis for the target (Z-up vs Y-up).
- Set the origin where the model should be placed.
- Name objects and materials clearly.
- Remove hidden or unused objects.
Targets
- Games: polycount budget, LODs, baked textures, simple collision shapes.
- Web/AR: compressed GLB, textures 1–2K, real-world scale.
- 3D printing: manifold solid, millimetre units, minimum wall thickness, flat base or supports plan.
- Rendering: anything goes, but organised scenes save time.
Checking the result
Open the export in a viewer (the glTF viewer, Windows 3D Viewer, a slicer for STL) before sending it anywhere. Many problems only show up outside the software that made the model.
Naming and versioning
Name exported files by object, purpose and version (mug_web_v03.glb, mug_print_v03.stl) and keep the source .blend file beside them. When a client asks for a change months later, you will know exactly which file produced which export.
Exercise
Export your mug as GLB for the web (compressed, correct scale), FBX for a game engine, and STL for printing. Open each in an appropriate viewer or slicer and fix any issue you find.
Check yourself
- Why apply transforms before export?
- Which format keeps materials for the web?
- What must an STL file be for printing?
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