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How to make 3D assets for Godot 4

Model in Blender, generate with AI, or use a free pack: how to make 3D assets that import cleanly into Godot 4, with import settings.

Aman PorwalFounder @ Vi3W

3 min read

A pencil sketch of a brass lantern on paper, with the same lantern rising off the page as a solid, lit object

Quick answer

How do you make 3D assets for Godot?

Model them in Blender, generate them with an AI 3D tool, or start from a free pack, then export glTF 2.0 as a single GLB at real-world scale. Copy the GLB into your Godot project, adjust import settings such as physics and LODs, and create an inherited scene to add collision, scripts or extra nodes.

Three sources, one destination

Godot doesn't have a built-in modeller beyond basic CSG shapes, so assets come from outside. The three common sources:

  • Blender: free, the most common partner for Godot.
  • AI generation: for props and pieces you'd rather not model.
  • Free packs: CC0 libraries with many ready-made models. See free 3D models for Godot.

All three should end up as the same thing: a GLB file. Best 3D model format for Godot 4 explains why Godot's docs recommend glTF 2.0.

Route 1: Blender

  1. Model at real size (metres; a door is about 2 m).
  2. Set the origin where the object should pivot (usually bottom centre).
  3. Use Principled BSDF materials; they map cleanly to Godot's StandardMaterial3D through glTF.
  4. Apply transforms (Ctrl+A › All Transforms).
  5. File › Export › glTF 2.0, format glTF Binary (.glb).

Alternatively, if Blender is installed, Godot can import .blend files directly by running Blender's glTF exporter for you.

Naming tricks

Godot's scene importer recognises suffixes in node names, so you can set up collision from Blender. For example, a mesh named with -col gets a collision shape. Check the Godot docs on "node type customisation using name suffixes" for the full list.

Route 2: AI generation

  1. Sketch, photograph or describe the asset. In Vi3W, check the image it renders before generating 3D.
  2. Generate the model. Vi3W retopologises it automatically and gives it PBR textures.
  3. Export GLB.
  4. Optional: open in Blender to set scale and pivot, then re-export.

Most generated props need only scale and pivot fixes before they work well in Godot.

Route 3: free packs

Download the GLB or glTF version if offered. If a pack only has FBX, Godot 4.3+ imports FBX natively with ufbx. Check the licence.

Importing into Godot 4

  1. Copy the .glb into your project (drag into the FileSystem dock).
  2. Double-click it for Advanced Import Settings:
    • Meshes: generate LODs, set shadow meshes.
    • Physics: add collision per mesh (box, convex, trimesh).
    • Materials: extract to files if you want to edit them.
  3. Click Reimport.
  4. Right-click the GLB › New Inherited Scene to add nodes (scripts, lights, areas) without editing the imported file. Save that scene and use it in levels.

Tips for Godot specifically

  • Keep one asset per GLB for props; it's easier to reimport and reuse.
  • Use inherited scenes so reimports don't wipe your changes.
  • Watch material count; each unique material is a separate draw.
  • Test under your environment's lighting (WorldEnvironment and sun), not in the editor's default preview.

What about animation?

GLB carries skeletons and animations into Godot's AnimationPlayer. Generated models from Vi3W are static meshes, so characters need rigging in Blender first. See how to rig an AI-generated character.

Building a Godot game? Generate your props in Vi3W and export GLB. Vi3W's format guide lists GLB as the best fit for Godot.

Frequently asked questions

how to make 3d game assets for godot

Build or generate the model, export it from Blender or your generator as GLB with transforms applied, and import it into Godot. Use the Advanced Import Settings for collision and LODs, and save an inherited scene so you can add nodes without touching the source file.

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