Get a 3D asset into your game engine

Last updated: October 12, 2026

Turn an approved prop render into a textured 3D model, bring it under your polygon budget, and download it in a format your engine imports. This is the path for props, pickups and set dressing in a 3D game.

What you'll make

One textured prop mesh with PBR materials, rebuilt to a face count that fits its platform and role, downloaded as GLB, FBX or OBJ with its textures. A background prop on mobile and a hero prop on desktop are different budgets: decide the number before you start.

Before you start

  • An approved render of the prop: one object, plain background, even light, a three-quarter or front view that shows its depth. A dramatic, shadowed piece of key art makes a worse source, because the model reads shadow as shape.
  • Your polygon budget for the prop, and the format your engine's import pipeline expects.
  • 3D runs cost more than images, and remeshing is a run of its own. The cost shows on each button; see Creative Units for how it is charged.

Make the mesh

Turn into 3D model hands the render to Create mesh. Prompt Tripo for image-to-3D and Prompt Hunyuan 3D for image-to-3D cover what each model does well.

  1. Bring the approved render onto the board.

  2. Click View on it, then Turn into 3D model. The side panel opens Create mesh with the render attached.

  3. Click the model name and choose a model, such as Tripo v3.1. Turn on PBR materials so the surface carries roughness and metalness for your engine's lights. If the model offers a face limit, set it here and you may not need the next stage.

  4. Click Create 3D model. The mesh lands on the board when the run finishes.

Bring it under budget

A generated mesh is usually far denser than a prop needs. Remesh rebuilds its topology at a lower face count and bakes the original textures onto the result, so you keep the look and lose the weight. Remeshing is the fix when the shape is right and only the count is wrong; regenerating starts again from scratch.

  1. Click View on the mesh and choose Remesh.

  2. Set Face limit to your budget, then click Remesh.

  3. The rebuilt mesh joins the original in the strip down the left of the viewer. Turn it in the viewer and compare the silhouette and the texture at the distance the game shows it.

Hand it off

With the mesh you want open in the viewer, click Download as... and pick the format.

  1. Click Download as... under Export.

  2. Pick the format: Original file (the GLB as Layer stores it), OBJ with textures (a zip of the OBJ, its MTL and every map as a PNG), OBJ (geometry, UVs and normals only) or FBX (textures embedded, rigs and animation kept; offered when the model's provider can convert to it). FBX is a conversion run, so its cost shows on the Download button; the other formats download at no cost.

Unity

Unity imports FBX and OBJ directly; drop the file into your project and assign the textures to a Lit material if they did not come through. For GLB, add Unity's glTFast package first.

Unreal Engine

Import FBX or GLB from the Content Browser. Check the import scale: Unreal works in centimetres, so a mesh authored in metres may come in small.

Godot

Godot imports GLB natively with its materials; this is the simplest route. Drop the file into the project and instance the scene.

Scale it up

  • Hold the look across a set. Make every prop render in the set from one reference set before it goes to 3D, so the kit reads as one world. See Reference sets.
  • Batch it. Save render-to-mesh-to-remesh as a workflow with the model, the PBR setting and the face count fixed, so every prop meets the same budget. See Build and publish a workflow.
  • Review before hand-off. Turn every mesh in the viewer at game distance, and keep approved props in a project so the team imports the right versions. See Organize work into projects.

If something goes wrong

  • The mesh is missing detail the render had, or has lumps where the render had shadows. The source was lit or framed for drama. Regenerate the render on a plain background with even light, then build again.
  • Thin parts (chains, straps, handles) come out fused or broken. Generated meshes handle thin geometry poorly. Model those parts separately, or accept them as part of the solid.
  • The surface looks flat in the engine. The mesh was made without PBR materials. Build it again with PBR materials on.
  • The face count comes out above the face limit. The count in the viewer's details panel can land somewhat over the limit you set. Set the limit below your budget and run Remesh again.
  • FBX is not offered. The model's provider does not convert this file. Download the GLB and convert it in Blender, or import GLB directly where your engine supports it.

For a run that fails or stays stuck, see Fix a failed or stuck generation.

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