---
title: "How to Import GLB & FBX Models into Blender"
description: "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."
source: https://docs.3daistudio.com/integrations/blender
---

# 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.

1. Download the model as GLB from your [Dashboard](https://www.3daistudio.com/Dashboard)
2. In Blender, open **File > Import > glTF 2.0 (.glb/.gltf)**
3. Select the .glb file
4. Click **Import glTF 2.0**
5. 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](https://docs.3daistudio.com/processing/rigging), because it carries bones and animation data.

1. Open **File > Import > FBX (.fbx)**
2. Select the .fbx file
3. 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](https://docs.3daistudio.com/processing/remesh) 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](https://docs.3daistudio.com/textures/texture-generator) carry over automatically.

### Rig and animate

Import a pre-rigged FBX from the [Rigging tool](https://docs.3daistudio.com/processing/rigging), 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](https://docs.3daistudio.com/integrations/unity), [Unreal Engine](https://docs.3daistudio.com/integrations/unreal) and [Godot](https://docs.3daistudio.com/integrations/godot) guides.

Don't have a model yet? Generate one with [Image to 3D](https://www.3daistudio.com/ImageTo3D) or [Text to 3D](https://www.3daistudio.com/TextTo3D) and import it into Blender in minutes.

## Frequently Asked Questions

### Can Claude work inside Blender?

Yes. Blender Lab publishes an official Blender connector for Claude Desktop. Pair it with the [3D AI Studio MCP connector](https://docs.3daistudio.com/mcp/overview) and Claude can generate a model and arrange the scene around it. Our [Blender MCP guide](https://www.3daistudio.com/3d-generator-ai-comparison-alternatives-guide/blender-mcp) covers setup and what it can and cannot do.

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> Documentation index for AI agents: https://docs.3daistudio.com/llms.txt
