Guides
Best 3D model format for Godot 4
Godot's docs recommend glTF 2.0. What each format keeps and loses in Godot 4, when FBX is fine, and why .blend import needs Blender.
3 min read

Quick answer
What is the best 3D model format for Godot 4?
glTF 2.0, as a single .glb file or a .gltf with separate files. Godot's documentation recommends it, and it carries meshes, PBR materials, textures, hierarchy and animation. FBX also imports natively from Godot 4.3 via ufbx. OBJ is fine for simple static meshes but drops PBR materials, skeletons and animations.
The short answer: glTF 2.0
Godot's documentation on importing 3D scenes lists glTF 2.0 as the recommended format and says Godot supports both the text (.gltf) and binary (.glb) versions. It's an open standard from the Khronos Group, designed for exactly this job: moving 3D assets into real-time engines with PBR materials intact.
Use .glb unless you have a reason not to. It's one file, with textures inside, so nothing goes missing when you copy it into the project. GLB vs glTF explains the difference between the two.
What each format keeps in Godot 4
glTF 2.0 (.glb / .gltf)
- Meshes, hierarchy, PBR materials and textures.
- Skeletons, skins and animations.
- Blend shapes.
- The recommended path in Godot's docs.
FBX (.fbx)
- Godot's docs say any FBX added to a project in Godot 4.3 or later uses the ufbx import method by default, so no external tool is needed.
- Files added in earlier versions (such as 4.2) keep using the older FBX2glTF method, which needs a separate program, unless you switch their importer to ufbx.
- Good when your source tool or store gives you FBX.
OBJ (.obj with .mtl)
- Supported, but limited. Godot's docs note OBJ lacks "pivots, skeletons, animations, UV2, PBR materials".
- Fine for a simple static prop with a basic texture.
Blender files (.blend)
- Godot can import .blend directly, but it does so by calling Blender to export glTF. The docs say "you must install Blender before opening the Godot editor", with Blender 3.0 or later required.
- Every team member needs Blender installed, and it isn't available in the Android and web editors.
- Convenient for solo Blender users; less so for teams.
COLLADA (.dae)
- Supported but older. Godot's docs say Blender's built-in COLLADA export shouldn't be used as-is for game engines.
Which to use when
- Default for anything: GLB.
- From an asset store that only offers FBX: FBX on Godot 4.3+.
- A quick static prop with one texture: OBJ works, GLB is still better.
- Solo Blender workflow, iterating fast: .blend import, if Blender is installed.
- Animated characters: GLB.
Importing a GLB into Godot 4
- Copy the .glb into your project folder (or drag it into the FileSystem dock).
- Godot imports it automatically. Double-click it to open the Advanced Import Settings if you need to change physics, LODs or materials.
- Drag it into a scene, or right-click › New Inherited Scene to add nodes such as collision.
Godot can generate LODs for meshes on import, which helps with dense models. The Godot integration guide covers Vi3W models specifically.
Exporting for Godot
From Blender: File › Export › glTF 2.0, format glTF Binary (.glb), with "Apply Modifiers" on. From Vi3W: choose GLB on export; it includes the PBR textures. Vi3W's own format guidance lists GLB as best for Godot.
Making assets for a Godot game? Generate one in Vi3W and export GLB, and it drops straight into your FileSystem dock.
Frequently asked questions
is godot good for 3d
Yes, for many kinds of 3D game. Godot 4 has a modern renderer with PBR materials, global illumination options and good glTF support. It is lighter than Unreal and fully open source. Very large open worlds or top-end visual fidelity may push you toward Unreal; most indie 3D projects fit comfortably in Godot.
can godot make 3d games
Yes. Godot has a full 3D engine alongside its 2D one, with physics, lighting, animation and import of standard 3D formats such as glTF and FBX.
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