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How to make Roblox models with AI, from prompt to MeshPart

Make Roblox models with AI: generate from a prompt, photo or sketch, get under 20,000 triangles, export GLB/FBX/OBJ and import into Roblox Studio.

Aman PorwalFounder @ Vi3W

3 min read

A pencil sketch of a treasure chest on paper, with the same chest rising off the page as a solid, low-poly, textured 3D model
Illustration. A rough drawing is enough to fix the shape of a model.

Quick answer

How do you make a Roblox model with AI?

Describe the object, upload a photo or draw it in an AI 3D generator. Pick the best result, reduce it below 20,000 triangles with retopology, check it has UVs and one material, and export .glb, .fbx or .obj. Then use File ⟩ Import in Roblox Studio, set the scale and collision, and place it.

The workflow

AI gets you a shape and a texture fast. The rest is making that shape fit Roblox. The six steps are the same whichever generator you use.

1. Describe what you want

You have three kinds of input:

  • Text is quickest for common objects, such as "wooden treasure chest with iron bands".
  • A photo or concept image gives a clearer target than words.
  • A sketch gives you the most control over the silhouette. See turn a drawing into a Roblox model.

For Roblox, describe one object, whole and on its own, and say how chunky or detailed you want it. Avoid brand names and existing characters: Roblox's IP guidance asks creators not to prompt with them.

2. Generate, and pick

Generate two or three versions and choose the one with the cleanest silhouette. A good shape matters more than texture, because texture is easier to fix later.

3. Get it under the triangle budget

Roblox won't import a mesh over 20,000 triangles, and raw AI output is often far denser than that. You want much less anyway. A prop that players walk past rarely needs more than a few thousand.

Retopology rebuilds the surface with fewer, cleaner polygons, while decimation just removes them and can leave lumpy shapes. Low-poly models for Roblox explains the difference, and the Roblox triangle limit covers which number applies to what.

4. Check before you export

Ninety seconds here saves a re-import:

  • UVs exist, inside the 0–1 space, as one UV set. Roblox doesn't allow more than one.
  • One material. Roblox allows one material per mesh. If the model has several, bake them to one texture set.
  • No baked-in lighting in the colour texture, because Roblox lights the scene.
  • It's upright and its pivot is where you'd expect.

Our general game-ready checklist goes deeper.

5. Export

Roblox imports .glb/.gltf, .fbx and .obj. For a textured prop, .glb is the simplest choice: one file with the textures inside, and no FBX scale settings to get wrong. The trade-offs are in best file format for Roblox.

6. Import into Studio

File ⟩ Import, choose the file, check the preview, and import. Then:

  • scale it against a character, using studs (1 stud = 28 cm);
  • set CollisionFidelity, with Box or Hull for most props (optimise Roblox meshes);
  • anchor it if it shouldn't move.

The full Importer walkthrough is in how to import 3D models into Roblox Studio.

Or generate inside Studio

Studio's Assistant can generate a textured mesh directly with /generate_mesh, from text or an image, with an optional triangle cap (default 10,000) and a Part as a bounding box (Assistant guide). That's quick for in-place props. An external generator makes more sense when you want to draw the input, review topology before import, or reuse the file outside Roblox.

Do steps 1–5 in one place

Vi3W covers the first five steps in the browser: prompt, photo or sketch in; automatic retopology from high to low poly; PBR textures; GLB, FBX or OBJ out. Check the triangle count before you import, because what you need depends on the prop. Vi3W doesn't rig or upload to Roblox for you, so step 6 is yours. Start with a free model.

Frequently asked questions

Is it possible to make a R15 character out of a high detailed mesh?

Yes, but not by chopping the dense mesh into 15 pieces. Reduce the whole character first, with retopology rather than plain decimation so the shape survives, then rig it in Blender as R15 or as a custom rig, with no vertex influenced by more than 4 bones. Each mesh still has to be under 20,000 triangles. AI generators, Vi3W included, give you the static mesh, and rigging is a separate step.

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