Download and export your assets

Last updated: October 30, 2026

Download any asset as it is stored, or export it as your pipeline needs: PNG or PSD, MP4 to PNG sequence or Lottie, or GLB, FBX or OBJ for 3D.

Before you start

  • Most downloads are free. Three options spend Creative Units: Remove background on an image, Remove background on a video exported as Lottie (charged per second of video), and converting a 3D model to FBX in Download as.... The dialog shows the cost on the button before you download; see Creative Units.

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). A converted export runs in the panel at the bottom right and saves when it is ready; click a finished row to download it again.

Mark exported files as Published

Download as... ends with a Mark as Published checkbox, ticked by default. Once the download is ready, the files you exported move to the Published status, so your library shows what has gone out to the game or the team that ships it. Files On Hold or Omitted are skipped and keep their status. A plain Download never changes a status. See File statuses.

Untick it for a download that is not a delivery, such as a copy for a review deck. The checkbox is ticked again each time you open the dialog; Remember these settings does not keep it.

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, PNG Sequence or Lottie. 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); a PNG sequence arrives as a ZIP of numbered frames.

Lottie animations

Lottie is the animation format app and web teams drop into a page, an app screen or an app store listing, played by Lottie players such as lottie-web, lottie-ios, lottie-android and dotLottie. Exporting a short video as Lottie turns each of its frames into an image inside the animation, with full transparency and no colour limit, at the frame rate and size you choose.

  1. Right-click the video and choose Download as....

  2. Set File format to Lottie. The dialog shows the longest video a Lottie takes.

  3. Pick a Frame Rate (FPS) and a Max size, the longest edge of each frame in pixels. A smaller video keeps its own size, and Size shows what the frames will measure.

  4. Choose the Container and the Frame images format, described below.

  5. For a transparent animation, turn on Remove background under Processing. The subject is cut out of every frame before they are packed; the button shows the cost in Creative Units.

  6. Click Download. The export runs in the panel at the bottom right, which reads 1 file exported when your .lottie or .json file is saved.

dotLottie (.lottie) is a ZIP holding the animation and its frames as separate images. It is the smaller file, and current Lottie players read it. Lottie JSON (.json) is one file with every frame inlined. It is larger, but any Lottie player reads it, including an older lottie-web setup that only takes JSON.

For Frame images, PNG plays everywhere and is the default. WebP makes a much smaller file but needs a player on a platform that decodes WebP; check it in your target player before you ship it.

The Lottie is made of bitmaps, not vector shapes, so it does not stay sharp beyond the size you exported. Identical frames are stored once, so a loop or a clip that holds still is smaller than one that moves throughout. Lottie files cannot carry content credentials, so this export is not signed.

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.

Asset

Mobile

Standalone VR

PC and console

Background prop

100 to 1,000

300 to 2,000

1,000 to 10,000

Hero prop or weapon

1,000 to 5,000

2,000 to 10,000

10,000 to 50,000

Character

3,000 to 15,000

10,000 to 30,000

30,000 to 100,000 or more

Environment piece

500 to 5,000

1,000 to 10,000

5,000 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.

  • Deliver from the approved set. Filter the library to Approved, select everything, and export it with Mark as Published: what you handed off is then easy to tell from what is still waiting. See Find files by status.

  • 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.

  • Size a Lottie for where it plays. Export at the size it is displayed at, not larger, and at the lowest frame rate that still reads smoothly (12 to 15 fps suits most UI and store motion). Both cut the file roughly in proportion.

  • Loop it before you export it. A Lottie of a seamless loop stays small and plays cleanly on repeat; generate the clip as a loop rather than trimming one afterwards.

  • Need the frames themselves? A PNG Sequence gives the same frames as files, for a sprite sheet or an engine's flipbook.

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.

  • Files show Published after a download that was not a delivery. Mark as Published was ticked. Set their status back from the status icon on their tiles, and untick the option next time; see Set a file's status.

  • 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.

  • A Lottie export is refused, or its row in the panel at the bottom right fails. The video is longer than a Lottie takes (the dialog shows the limit), or its frames add up to more than one file can hold. Trim the clip, or lower the Frame Rate (FPS) or Max size, or choose WebP frames.

  • The Lottie shows nothing in your player. The player cannot decode WebP frames, or does not read dotLottie. Export again with PNG frames, or as Lottie JSON (.json).

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