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.