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3D import: workflow

Choose the right guide, follow a workflow and diagnose the result.

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Prepare a model for import

Transfer dependencies as well as geometry. With glTF, external images and buffers must remain at the expected paths. GLB can embed data, but does not promise that every material will automatically match the source DCC application.

Before tuning effects, check scale, orientation and hierarchy. Then compare base color, metallic/roughness, normals, transparency and double-sided settings. Visible geometry is not automatically a physics collider.

Work in order

StepGuide
Select a format and check requirementsAvailable formats
Prepare source scale, surfaces and animationModel preparation
Configure object types and collision generation by nameSuffixes and Entity types
Configure roots, materials and reimportingImport configuration
Configure individual model partsAdvanced import

Change one setting and check the reimported result. If two instances share one Mesh or Material, editing that resource can affect both. Explicitly separate the relevant resource for a local variation.

Diagnose a problem

ProblemCheck
Missing textureDependency path, file presence and reimport
Wrong size or directionSource units, root transform and import settings
Solid leaves or cutoutsTransparency mode, alpha cutoff and material
Different reflections or roughnessMetallic/roughness, texture channels, lighting and material
No collisionSeparate physics shape or collision-generation settings
Edit disappears after source updateWhether the edit changed import settings, an external resource or generated output

For loading external models during gameplay, see runtime files. Each runtime loader is limited by its implementation; editor FBX or Blender import does not establish equivalent loading in an exported game.

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