Blender Integration
How to import a GLB or FBX model into Blender: File > Import > glTF 2.0, fix scale and normals, edit PBR materials, render and re-export for game engines.
To import a 3D AI Studio model into Blender, download it as GLB and use File > Import > glTF 2.0 (.glb/.gltf). The model arrives with its textures and PBR materials already connected, ready for Cycles and Eevee.
| Recommended format | GLB (FBX for rigged or animated models) |
| Import menu | File > Import > glTF 2.0 (.glb/.gltf) |
| Materials | Imported as a Principled BSDF with textures connected |
| Renderers | Cycles and Eevee, no manual setup |
How do I import a GLB into Blender?
Go to File > Import > glTF 2.0 (.glb/.gltf), select the .glb file and click Import glTF 2.0. Then switch to Material Preview to see the textures.
- Download the model as GLB from your Dashboard
- In Blender, open File > Import > glTF 2.0 (.glb/.gltf)
- Select the .glb file
- Click Import glTF 2.0
- Press Z and choose Material Preview to see the textures
How do I import an FBX into Blender?
Go to File > Import > FBX (.fbx), select the file and click Import FBX. Use FBX mainly for rigged models from the Rigging tool, because it carries bones and animation data.
- Open File > Import > FBX (.fbx)
- Select the .fbx file
- Click Import FBX
Should I use GLB or FBX for Blender?
Use GLB for most models: geometry, textures and materials come in one file, so nothing goes missing. Use FBX when the model is rigged or animated.
| GLB | FBX | |
|---|---|---|
| Textures | Embedded in the file | Included |
| Materials | Principled BSDF connected automatically | Imported, may need checks |
| Rigging and animation | Supported | The usual choice for rigs |
| Best for | Static models, props, renders | Characters from the Rigging tool |
How do I fix scale, missing textures or dark faces after import?
Most import issues come down to scale, viewport mode or normals, and each has a one-step fix.
| Problem | Fix |
|---|---|
| Model is huge or tiny | Select it, press S to scale, then Ctrl+A > Scale to apply |
| No textures visible | Press Z and switch to Material Preview or Rendered view |
| Faces look dark or inverted | In Edit Mode select all, then Mesh > Normals > Recalculate Outside |
| Transforms cause problems later | Apply them with Ctrl+A > All Transforms before rigging or exporting |
| Scene is too heavy | Reduce polygons with the Remesh tool before downloading |
3D AI Studio models use metric units, while Blender scenes sometimes use a different unit scale, which is why size differences happen.
What can I do with the model in Blender?
Edit materials
Open the Shader Editor. GLB imports come with a Principled BSDF node connected to the textures, so you can change roughness or metallic values or swap textures directly. PBR materials from the Texture Generator carry over automatically.
Rig and animate
Import a pre-rigged FBX from the Rigging tool, which arrives with bones ready, or add your own armature with Rigify or manual rigging. Apply all transforms before binding the mesh to bones.
Render
Render in Cycles or Eevee. The PBR maps (albedo, roughness, metallic, normal) map to Blender's shader system, so renders look correct without manual setup.
How do I export from Blender to a game engine?
Go to File > Export and choose FBX for Unity and Unreal Engine or GLB for Godot and the web. Apply all transforms first so the model keeps its size and orientation. Engine-specific steps are in the Unity, Unreal Engine and Godot guides.
Don't have a model yet? Generate one with Image to 3D or Text to 3D and import it into Blender in minutes.
Frequently Asked Questions
Yes. Blender Lab publishes an official Blender connector for Claude Desktop. Pair it with the 3D AI Studio MCP connector and Claude can generate a model and arrange the scene around it. Our Blender MCP guide covers setup and what it can and cannot do.