Download and export your assets

Last updated: October 12, 2026

Download any asset as it is stored, or export it in the format and size your pipeline needs: PNG or layered PSD for images, MP4 to PNG sequence for video, and GLB, FBX or OBJ for 3D models, ready to import into Unity, Unreal or Godot.

Before you start

  • Most downloads are free. Exporting an image with Remove background, and converting a 3D model to FBX in Download as..., spend Creative Units; the dialog shows the cost before you download.

Steps

  1. Open the asset in the viewer, or select one or more tiles on a board or in the library.

  2. To get the file as it is stored, click Download under Export in the viewer, or right-click a tile and choose Download. Several selected files download together as a ZIP. When a 3D model came with other formats, the viewer also offers Download FBX, Download OBJ or Download Blender file.

  3. To choose a format, right-click the tile (or your selection) and choose Download as.... In a session, the viewer also offers Download as... under Export.

  4. Pick the format and its options, described below, and optionally a File name pattern such as {project}_{name}_{index}. Tick Remember these settings to start from them next time.

  5. Click Download (Download All for several files).

Formats

Images

Download saves the image in the format it was made or uploaded in. In Download as..., choose PNG, JPEG or PSD, set the size in pixels or as a percentage, and turn on Remove background for a transparent cut-out. With several images selected and PSD chosen, Combine into single PSD stacks them as layers of one file, the first selected on top.

Layered PSDs

A PSD you uploaded, or an image you split with Split image into layers, keeps its layers: Download saves the layered PSD, ready to open in Photoshop. To get each layer as its own image instead, open the PSD and use Explode layers. See Split an image into layers.

Video

Choose MP4, WEBM, MOV, GIF or PNG Sequence. For MP4, MOV and WEBM, set the Compression and, where offered, the Codec (H.264 or H.265); left unset, the file keeps its own encoding. GIF and PNG Sequence take a Frame Rate (FPS).

Audio

Audio downloads in the format it was made or uploaded in. There is no format conversion for audio.

3D models

Models are stored as GLB, with textures embedded. Download as... offers:

  • Original file: the model as stored.
  • OBJ with textures: a ZIP of the OBJ, its MTL and every texture map as a PNG (base color, normal, roughness, metallic). Rigs and animation are not kept.
  • OBJ: geometry, UVs and normals only.
  • FBX: binary FBX with embedded textures, keeping rigs and animation. Offered for models made with supported Tripo models.

Separately, many models deliver an FBX or OBJ of their own beside the GLB, and the viewer offers it as Download FBX or Download OBJ at no cost. We do not export USDZ; to get one, open the GLB in Blender and export USD from there.

Worlds and playables

A world downloads whole as a ZIP, or one part at a time. A playable exports as one package per ad network. See Supported file types and what you can do with them.

Import 3D models into a game engine

GLB uses metres, with Y up. Engines differ in axis and units, so check orientation and scale on the first import of a new kind of asset, then save the import settings as a preset.

Unity

Unity is Y-up and works in metres, so a GLB arrives the right way up and at the right size. Unity reads FBX natively; for GLB, install Unity's glTFast package, which imports glTF and GLB in the editor with Lit (URP, HDRP) or Standard materials. For a rigged character, import the FBX and set Rig to Humanoid or Generic in the model's import settings, then check the clip under Animation. If an FBX arrives 100 times too large or small, change Scale Factor or Convert Units in the import settings. See Unity's FBX model import settings.

Unreal Engine

Unreal is Z-up and works in centimetres. Unreal Engine 5 imports glTF and GLB as well as FBX; drag the file into the Content Browser. Import a rigged character as a skeletal mesh with its animations, and choose or create its skeleton in the import dialog. Check the scale against a reference mannequin after import; if it is off by a factor of 100, set the import's uniform scale. Unreal builds material instances from the PBR maps, which you can swap for your project's master material. See Epic's Importing glTF files into Unreal Engine.

Godot

Godot 4 uses the same Y-up, metre conventions as glTF, and GLB is its recommended 3D format: drop the file into the project and it imports as a scene with its materials as StandardMaterial3D. Godot 4.3 and later also import FBX directly. A rigged GLB imports with a Skeleton3D and an AnimationPlayer; set clips to loop in the Advanced Import Settings. See Godot's available 3D formats.

Polygon budgets by platform

A starting point for the Face limit when you generate, in triangles per asset. A quad counts as two triangles. Your own engine's profiler, and how many of the asset are on screen at once, are the final word.

AssetMobileStandalone VRPC and console
Background prop100 to 1,000300 to 2,0001,000 to 10,000
Hero prop or weapon1,000 to 5,0002,000 to 10,00010,000 to 50,000
Character3,000 to 15,00010,000 to 30,00030,000 to 100,000 or more
Environment piece500 to 5,0001,000 to 10,0005,000 to 50,000

Generate at the budget rather than far above it: if a model comes back too heavy, use Remesh to rebuild it at a lower count before you export.

Production tips

  • Name files for your pipeline. A File name pattern such as {project}_{name}_{index} saves renaming a batch by hand; the dialog previews the result.
  • Rigged characters go out as FBX. Most engines and DCCs handle skeletons and clips most predictably from FBX; use Download FBX where the model delivered one.
  • Take OBJ with textures to DCCs that prefer it. Maya, Blender and 3ds Max open it directly, with every map as a separate PNG for re-authoring.
  • Export a sprite cut-out in one step. Download as... with PNG and Remove background gives a transparent image without a separate edit.
  • Avoid a second encode. Leave Codec and Compression unset so an MP4 keeps its original encoding, or export a PNG Sequence.

If something goes wrong

  • FBX is greyed out in Download as. FBX conversion is offered for supported Tripo models only. Use Download FBX in the viewer if the model delivered one, or download the GLB and convert it in Blender.
  • Download as is not offered. The selection mixes kinds of file, or holds audio, fonts, Spine animations or PBR materials, which download only in their own format. Select files of one kind, or use Download.
  • The model imports lying down or at the wrong size. Check the engine's axis and unit settings above, and apply rotation and scale in your DCC before re-exporting.
  • Textures are missing after import. Import the GLB or FBX, which carry their textures, or the whole OBJ with textures ZIP with the MTL beside the OBJ.

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