// Block 7 of 10 · 17–18 sessions
Preparing a model for a game engine
Three things that break an export: transforms, scale and normals.
- Duration
- 2–3 sessions · ~2 h each
- Checkpoint
- The model is exported in a format for your target (engine or web) and verified: scale and normals are intact.
- Challenge
- Compare the model’s Dimensions with the real-world size of the thing you imagined.
#The idea of the block
The model has lived entirely inside Blender so far. Block 7 is about the last step, which often fails precisely because it seems a formality: a correct export. A model that looks perfect in Blender can arrive in another application a hundred times smaller, turned on its side or with black faces instead of color. The cause is always one of three: transforms, scale, normals.
#Session 17 — three things that break an export
A live illustration: a model deliberately left unprepared (transforms not applied), right after being imported into a test environment, looks deformed or the wrong size. This is what will happen to your model if you skip the checklist.
1. Apply Transform. Object → Apply → All Transforms. There is the “visible” size and rotation of an object and its real internal data (Scale, Rotation) shown in the N-panel. If you don’t apply them, the receiving engine can interpret these numbers its own way, and the object will “drift”.
2. Units and scale. The key fact of 2026: Blender 5.x is metric by default (1 unit = 1 meter), while Unreal Engine counts in centimeters. A cube with a side of “1” in Blender is a meter: roughly a person’s height, not a house and not a button. If it looks wrong by eye, that’s the signal to check the scale before exporting.
3. Names. Meaningful names for objects and materials instead of Cube.004.
Practice: the checklist on your own object. Go through your model: Apply Transform; check the scale (does the object look a reasonable size next to a standard 1-meter cube); check the names.
#Session 18 — normals and the format for your target
Why can a model look fine in Blender but “go black” in places after export? Because of normals. Turn on Overlay → Normals or Face Orientation (blue/red coloring of faces): a face that “looks” the wrong way simply disappears or goes black after export into an engine with backface culling. The quick fix is Recalculate Normals (Shift+N).
The format for your target:
| Format | When | Why |
|---|---|---|
| GLB | the web, your own AR showcase (block 8), Godot | compact, opens reliably right in the browser |
| FBX | Unity, Unreal Engine | the most proven format for exactly these engines |
Both formats “pack” geometry, materials and (if needed) a rig with animation into one file. The choice depends not on the model’s quality but on where it goes next.
Practice: exporting. Pick your target (an engine or the web/AR showcase) and export your object in the matching format, after going through the whole checklist from session 17. Aiming at block 8? Save a .glb file right away: you’ll need it in the next session.
#Common problems
| Problem | Why it happened | The fix |
|---|---|---|
| After import the model looks “stretched” or deformed | A non-uniform scale (different Scale in X/Y/Z) wasn’t applied before export | Apply → All Transforms; check the N-panel: Scale must be 1.0 on all axes |
| The model’s color is lost: everything is grey after export | Only Viewport Display Color was used, not a real material (Principled BSDF with a Base Color) | Make sure the object has a full material with a filled Base Color, not only a visual color in the viewport |
| Faces partly go black or disappear after import | The normals of some faces “look” the wrong way | Face Orientation overlay → find the red faces → select them and press Shift+N (Recalculate Normals) |
#Before the session
- Blender 5.2 LTS and your object from block 6.
- A simple online or local GLB viewer to check exported files: any quick way to open a
.glband see the result is enough. - Aiming at the AR showcase? Save the
.glbversion of your object right now. - A useful 2026 pipeline checklist is on the Resources page.