Workflow guide · 3D model generation

AI 3D model to game engine: generate, clean up in Blender, import

A clean, game-ready mesh (right scale, fixed normals, sensible polycount, baked normal map) in Unreal, Unity or Godot with its textures intact.

  1. Generate
  2. 2Export GLB/FBX
  3. 3Clean up in Blender
  4. 4Reduce + bake
  5. 5Into your engine
Cost and licences of the AI tools in this guide

Everyone: steps 1–6

  1. Check your plan's licence

    1. Before generating, look up what your generator plan lets you do with the output.
    2. Meshy Free: CC BY 4.0, so you can sell games using it if you credit Meshy. Paid Meshy plans give you private, customer-owned assets.
    3. Tripo Free: Tripo keeps the rights and doesn't grant commercial use. A paid plan gives you commercial rights.

    You should see: You know whether you can ship the model and what credit line, if any, it needs.

    Watch out: Summaries of Tripo's free tier online contradict each other, so go by Tripo's own help centre and terms.

    From the official docs: Tripo: can I use models commercially? ↗

  2. Generate and export GLB or FBX

    1. In Meshy, click Download and pick GLB (one file with textures inside) or FBX (better for rigs and animation).
    2. Turn on Quad Mesh in Meshy if you'll retopologise or rig, and set a target polycount with Remesh if you want.
    3. In Tripo, export GLB or FBX the same way.

    You should see: A single .glb file, or an .fbx with its texture files.

    Watch out: GLB stores triangles, so quads are lost. Export FBX or OBJ if you need to keep quads.

    From the official docs: Meshy: make models game-ready ↗

  3. Import into Blender and clean up

    1. Use File > Import > glTF 2.0 (.glb/.gltf), or File > Import > FBX.
    2. In Object Mode, apply rotation and scale with Object > Apply > Rotation & Scale (Ctrl-A).
    3. In Edit Mode, select everything and run Mesh > Merge > By Distance to weld duplicate vertices.
    4. Run Mesh > Normals > Recalculate Outside (Shift-N).

    You should see: Scale reads 1, 1, 1, and the Face Orientation overlay shows no red (back-facing) patches.

    Watch out: Applying a negative scale flips faces; tick Corrective Flip Normals in the Apply options to fix it.

    Official video from MeshyAI. Watch on YouTube ↗

    From the official docs: Blender Manual: Apply ↗

  4. Reduce the polycount

    1. Add a Decimate modifier in Collapse mode and lower Ratio until you reach the face count you want.
    2. For cleaner, even topology, use Properties > Data > Remesh in Voxel or Quad (QuadriFlow) mode instead.
    3. Keep a copy of the original high-poly mesh: you'll bake its detail in the next step.

    You should see: The modifier shows the new face count and the silhouette still looks right.

    Watch out: Remesh ignores modifiers and won't run on an object with a Multiresolution modifier.

    Blender's Decimate modifier panel in Collapse mode
    The Decimate modifier in Collapse mode. Image: Blender Manual, Blender Documentation Team, CC BY-SA 4.0.

    From the official docs: Blender Manual: Decimate modifier ↗

  5. UV unwrap and bake the detail

    1. Remeshing removes the original UVs, so in Edit Mode run UV > Unwrap > Smart UV Project on the low-poly mesh.
    2. In the low-poly material, add an Image Texture node with a new image and leave it selected.
    3. Switch to Cycles, and under Render > Bake set Bake Type to Normal and turn on Selected to Active.
    4. Select the high-poly mesh, then Shift-select the low-poly one so it's active, and click Bake.

    You should see: A normal map on the low-poly mesh that brings back the high-poly detail.

    Watch out: If parts of the bake come out blank, raise Extrusion or Max Ray Distance, or use a cage.

    Blender's Smart UV Project options
    Smart UV Project options. Image: Blender Manual, Blender Documentation Team, CC BY-SA 4.0.

    From the official docs: Blender Manual: render baking ↗

  6. Export from Blender

    1. For glTF: File > Export > glTF 2.0, Format glTF Binary (.glb), with Selected Objects, Apply Modifiers and +Y Up on.
    2. For FBX: File > Export > FBX (.fbx) with Selected Objects and Apply Modifiers on.
    3. For engines that expect Y-up FBX, set Forward to -Z and Up to Y.

    You should see: One file that re-imports at the right size and facing the right way.

    Watch out: The FBX exporter's Apply Transform option is experimental and can break rigs and animation.

    From the official docs: Blender Manual: glTF 2.0 ↗

Then pick your path

Unreal Engine

  1. Import into Unreal

    1. Drag the .glb or .fbx into the Content Browser, or click Import there.
    2. In the import options, enable Build Nanite under Static Meshes if you want Nanite.
    3. Click Import.

    You should see: A static mesh asset with its materials and textures in the Content Browser.

    Watch out: If it arrives the wrong size or rotated, adjust the uniform scale or rotation offset in the import options.

    Official video from MeshyAI. Watch on YouTube ↗

    From the official docs: Unreal: Interchange import reference ↗

Unity

  1. Import into Unity

    1. FBX is Unity's main model format: drag it into your Assets folder.
    2. For GLB, first install glTFast: in Package Manager, add a package by name and enter com.unity.cloud.gltfast.
    3. Select the model and set Scale Factor or Convert Units on the Inspector's Model tab.
    4. On the Materials tab, choose a material creation mode and extract textures if you need to edit them.

    You should see: A model prefab at 1 unit = 1 metre with its materials applied.

    Watch out: For .gltf (not .glb), copy the .bin and image files too and don't rename them, or the references break.

    Official video from MeshyAI. Watch on YouTube ↗

    From the official docs: Unity: glTFast installation ↗

Godot

  1. Import into Godot

    1. Copy the .glb into your project folder; glTF 2.0 is Godot's recommended 3D format and imports natively.
    2. Select it in the FileSystem dock, then set Root Scale, Generate LODs and Ensure Tangents in the Import dock and click Reimport.
    3. Double-click the file for the Advanced Import Settings window.

    You should see: An imported scene you can drag straight into the 3D view.

    Watch out: Import settings don't change the source file, so fix geometry problems in Blender instead.

    Godot's Import dock for a 3D scene
    Godot's Import dock. Image: Juan Linietsky, Ariel Manzur and the Godot community, CC BY 3.0.

    From the official docs: Godot: import configuration ↗

Written from the official documentation linked on each step and checked . Menus and settings change between versions, so follow the linked docs if something looks different. No vendor reviews or pays for these guides.