Guides
An AI 3D generator with GLB and FBX export: what's in the file, and where it goes
Generate 3D models with AI and export GLB, FBX or OBJ. What is inside each file, which engine wants which, and the import gotchas we hit in testing.
4 min read

Quick answer
Which AI 3D generator exports GLB and FBX?
Vi3W exports every model as GLB, FBX or OBJ after retopologising it, so one generation covers web, Godot, Unity, Unreal and Blender. Meshy, 3D AI Studio and Rodin also export both, plus STL and USDZ. Self-hosted TRELLIS gives only a raw GLB. Pick FBX for Unity and GLB for the web and Godot.
At a glance
| Tool | GLB / glTF | FBX | Other formats |
|---|---|---|---|
| Vi3W | Yes | Yes | OBJ |
| Meshy | Yes | Yes | OBJ, USDZ, STL, BLEND, 3MF |
| 3D AI Studio | Yes | Yes | OBJ, STL, USDZ, BLEND, DAE, 3MF |
| Rodin (Hyper3D) | Yes | Yes | OBJ, STL, USDZ |
| TRELLIS (self-hosted) | Yes | No | Convert it yourself |
Why the format matters more than the generator
A generator that makes a great model in a format your tool can't read has made you a conversion job. The two formats that matter most:
- GLB is the binary form of glTF 2.0, the Khronos Group's open standard (glTF 2.0 spec). One file holds the mesh, material and textures. It is the native format of the web and Godot's recommended format.
- FBX is Autodesk's format and the default exchange format for Unity, Unreal and most animation pipelines. Unity's manual says it "uses the .fbx file format as its internal importing chain".
OBJ is the old common denominator: geometry and UVs with a separate material file. Blender and slicers read it, but it has no PBR materials. glTF vs FBX compares them in depth.
Which one to download
- Unity: FBX. Unity reads glTF only through the glTFast package.
- Unreal Engine 5: FBX or GLB. Both import natively.
- Godot 4: GLB.
- three.js, Babylon.js,
<model-viewer>: GLB. - Blender: any of them. GLB keeps the material most reliably.
- 3D printing: OBJ, then export STL from your slicer or Blender (OBJ to STL).
What's inside a Vi3W export
We downloaded two TRELLIS models on November 9, 2026 and opened the files.
- One mesh, one material. A single object named
geometry_0under aworldnode. - Raw size before retopology: 32,210 triangles (treasure chest) and 31,850 triangles (barrel).
- Material: glTF PBR metallic-roughness with one baked base-colour texture (PNG). No separate normal, roughness or metallic maps.
- Scale: about one unit across. Neither file is in real-world units.
- Compression: the chest's GLB used Draco mesh compression (
KHR_draco_mesh_compression), 545 KB. The barrel's didn't, 2.0 MB.
Three import gotchas we found
1. It looks dark and metallic. The material sets a base-colour texture but no metallic value, and the glTF spec's default metallicFactor is 1.0, which means fully metal. Some importers follow that literally. If your model looks like dark chrome, set Metallic to 0 on the material.
2. Unity won't open a Draco GLB. Unity's glTFast package reads Draco meshes only with the extra DracoUnity package installed (glTFast features). Download FBX for Unity instead and the question goes away.
3. It's tiny or huge. Scale it once on import, using a known object as reference. Model the wrong size in Unity, Unreal or Godot has the per-engine fix.
Importing, engine by engine
- Unity: drag the FBX into the Project window. Check Scale Factor in the Model tab and set the material's Metallic to 0 if needed (Unity integration).
- Unreal Engine 5: drag the FBX or GLB into the Content Browser. The Interchange import dialog opens. Set options, then Import (Unreal integration).
- Godot 4: copy the GLB into the project folder. Godot imports it as a scene (Godot integration).
- Blender: File › Import › glTF 2.0, FBX or Wavefront OBJ (Blender integration).
- Web: load the GLB with three.js
GLTFLoaderor<model-viewer>(three.js integration).
What the export doesn't include
- No STL, USDZ or BLEND. Convert from OBJ or GLB in Blender (GLB to USDZ).
- No rig or animation. Models are static.
- No LOD chain. Make lower levels of detail in Blender or with your engine's LOD tools.
- No collision mesh. Add simple colliders in the engine.
Try the export
Open Vi3W, generate a model, and download it in the format your project uses. If it's Unity, take the FBX.
Frequently asked questions
AI 3D generator that exports GLB and FBX.
Vi3W does, along with OBJ, from the download on the 3D Gen tab. Meshy, 3D AI Studio and Rodin do too. Most open-model demos on Hugging Face give you GLB only.
AI 3D model generator with automatic retopology.
Vi3W retopologises every model before export, turning the dense triangle output into a lighter mesh that is easier to edit and UV. Meshy offers a remesh tool on paid plans, and Rodin has a Smart Low-Poly mode.
AI 3D generator with PBR textures.
Vi3W models carry a glTF PBR metallic-roughness material with a baked base-colour texture. In our test files there were no separate normal or roughness maps, so add those yourself if your shader needs them.
AI tool to create 3D models for Godot.
Download GLB and drop it into the Godot project folder. Godot's docs call glTF 2.0 the recommended format. Godot 4.3 and later also import FBX through ufbx. See Vi3W and Godot.
Last reviewed

