Export

Other formats and Targets

Hero, NPC and Mobile budgets, engine profiles for glTF, FBX, Godot, Blender, Maya and Web, and the Customize options.

Target

Target is one project setting: Hero, NPC or Mobile. It sets the texture size, the level-of-detail budgets and the material limit. It shows on the start card, in Modify (with nothing selected) and in Export.

Target Triangle budget per level (first = closest) Materials per mesh Texture size
Hero 60,000 / 30,000 / 12,000 / 5,000 6 2048 px
NPC 25,000 / 12,000 / 5,000 / 2,000 4 1024 px
Mobile 10,000 / 5,000 / 2,000 2 512 px

Hero and NPC produce four levels of detail. Mobile produces three. You can override the texture size (512, 1K, 2K, 4K) under Customize > Mesh & textures.

Engine profiles

Pick the pill in Export. More holds the rest.

Profile Format and conventions
Unreal 5 FBX, centimetres, 8 influences, DirectX normals, ORM packing, Unreal names, setup script
Unity 6 FBX, centimetres, 4 influences, OpenGL normals, Metallic-Smoothness packing, editor script
glTF glTF/GLB
FBX FBX
Godot GLB, metres, 4 influences, OpenGL normals
Blender FBX, metres, OpenGL normals, cloth setup script
Maya FBX, centimetres, OpenGL normals, separate maps
Web For three.js and Babylon
Generic A neutral profile

Customize

Customize is collapsed on the Export panel. Tuning numbers sit in a nested Advanced block.

Group Options
Content Body, Interior parts, Hair and accessories, Garments, Skeleton and weights, Blend shapes, Animation clips, LOD chain, Collision (None, Capsules, Proxy mesh, Both), Engine cloth, Hide covered skin
Mesh & textures Units (Centimetres, Metres), normal convention, texture format (PNG, TGA, JPG) and size, packing (Separate, Unreal ORM, Unity Metallic-Smoothness), Write textures, Weights per vertex, Tangents, Unreal names
Cloth & physics Engine cloth mode (Simulated, Skinned only), distance settings, Collision thickness, Wrinkle mask
Levels of detail LOD chain on or off. The level count follows the Target
Output Package layout (One mesh, Subfolders), Manifest, Engine setup script, Collision proxy

Model formats are FBX, GLB or OBJ. OBJ is static geometry only.

Press Save as preset to keep your overrides as your own preset.

The package

<out>/<Name>.<fbx|glb|obj>            the model
<out>/textures/T_<Material>_<Slot>.*  textures, packed for the platform
<out>/collision/<Name>_CollisionProxy.* collision proxy (if asked)
<out>/<Name>.cloth.json               cloth parameters (if any)
<out>/<Name>.mtpackage.json           manifest
<out>/<setup script>                  engine setup script

The manifest lists the files, meshes, bones, shapes, materials, colliders, cloth, the profile used and the warnings. It also has a skin block with the skin type and its parameters.

Garments, parts and props

  • Garments are written as wearables, with chain files when they have swing bones.
  • Each creature part, and its mirror partner, is a skinned accessory mesh. Tails and ears get a swing chain at the tip.

Checks

  • Tools > Game-Ready Check compares the package to the budget for the Target.
  • Warnings appear on the card after export, in plain words.
  • Import the package into your engine or Blender to confirm it.