Comparison · Engines
GLB vs FBX vs OBJ for AI-Generated Models
Which export format for an AI-generated 3D model? What GLB, FBX and OBJ store per their specs, and how Godot, Unity, Unreal and Roblox document each. Dated 2026-11-08.
Choose GLB when the engine reads it natively or through a standard package, because it carries geometry, PBR materials and textures in one file under an open specification. Choose FBX when you need the file to pass through Autodesk-style tools or Unity without a package, or when the rig and animation must travel. Choose OBJ mainly when nothing else works, since it is a geometry format with a companion material file. The decision axis is what must survive the trip: materials, a skeleton, animation, and scale. None of the sources below tests an AI generator’s files.
What each format stores
glTF 2.0 / GLB. The Khronos spec (2.0.1) defines scenes, nodes, cameras, meshes, materials, textures, skins and animations. It is right-handed, +Y up, with linear units in meters and angles in radians. GLB packs the JSON and binary data into one file without base64; the spec notes base64 data URIs add about 33%.
FBX. A proprietary Autodesk format; the FBX SDK welcome page summary lists mesh, materials, animation, skeletal rigs, cameras and lights. A default unit was not confirmed from a dedicated Autodesk page, so we state none.
OBJ (with MTL). The Library of Congress description: geometry (polygons and freeform), with materials in a companion MTL file (mtllib, usemtl, newmtl, Ka/Kd/Ks, Ns, d, illum, map_Kd). No lights. The page discusses no units, skinning or animation, and PBR keywords (Ke, map_Ke, norm) have uneven support. We make no claim that OBJ does or does not carry a skeleton beyond what that page says.
How engines document them
| Engine (docs checked) | GLB / glTF | FBX | OBJ |
|---|---|---|---|
| Godot (4.7 stable docs) | .gltf/.glb recommended | ufbx importer by default since 4.3 | Limited: no pivots, skeletons, animations, UV2, PBR |
| Unity (6.0 manual) | Via Unity glTFast package | Native Model Importer | Not covered on the pages read |
| Unreal (5.8-labelled docs) | .gltf and .glb via Interchange | Listed; Epic's Interchange page says FBX support there is currently Experimental | Listed on the import page; details not retrieved |
| Roblox (Creator Docs) | .gltf listed; .glb referenced | .fbx listed; the page says .fbx and .gltf support animation data | .obj listed |
What generators offer
Export lists differ by vendor and sometimes by page. Meshy’s export guide lists GLB, FBX, OBJ, USDZ, STL, BLEND, 3MF and DXF (its docs landing and pricing pages list different sets), and says animated models export as FBX, GLB or USDZ only. It also says GLB embeds textures while FBX and OBJ keep them separate. 3D AI Studio’s FAQ lists GLB, FBX, OBJ, STL, USDZ, BLEND, 3MF, Collada and PLY. Rodin’s pages list overlapping formats with inconsistent lists, and Tripo’s consumer site could not be read; its API formats are documented. Sloyd’s pricing page names GLB and OBJ for its Guest tier. Whether two generators’ FBX files behave the same in an engine is not documented anywhere we read.
Choosing
- Static prop, Godot or Unreal: GLB is the documented first choice for Godot and an Interchange path for Unreal. In Unreal, check that the glTF route supports what you need.
- Static prop, Unity: FBX needs no package; GLB needs glTFast.
- Character with a rig: FBX or GLB, per what the rigging tool outputs. Check bones, weights and the 4-influences-per-vertex rule if the target is Roblox.
- Roblox: any of the three listed; the 20,000-triangle and texture limits apply regardless.
- Fallback, no rig: OBJ is listed by Unreal, Roblox and Godot (with limits), with materials in a separate MTL file that may need reattaching by hand.
- 3D printing: none of these is the print format. STL and 3MF are, and 3MF details are on multi-color and 3MF printing.
Format does not guarantee quality. A GLB can hold a million triangles; an FBX can have broken UVs. A file extension tells you nothing about game-readiness or printability.
What you set at import or export, by format
These are the documented settings that decide whether the file survives; each is from the cited page, accessed 2026-11-08.
| Format and tool | Setting names | Why it matters |
|---|---|---|
| Blender glTF export | Export Format (GLB, glTF Separate, glTF Embedded); Mesh > Apply Modifiers; Material > Images (PNG, JPEG, WebP, None); Transform > Y Up | One-file GLB versus separate textures; modifiers such as Triangulate only count if applied; Y Up matches the glTF spec |
| Blender glTF export, rigs | Export skinning data; Bone influences; Export Deformation Bones Only | The manual warns bone influence values other than 4 or 8 may display incorrectly; Godot needs Export Deformation Bones Only for blend-shape models |
| Blender FBX import | Scale; Custom Normals; Vertex Colors (None, sRGB, Linear); Material Name Collision; Ignore Leaf Bones | The 5.2 manual lists these and no menu path; the operator is named bpy.ops.wm.fbx_import. Export options are not listed on that page |
| Unreal FBX import | Convert Scene Unit; Import Uniform Scale; Normal Import Method (Compute Normals, Import Normals, Import Normals and Tangents); Import Mesh LODs | Convert Scene Unit converts from the FBX units to Unreal’s centimeters. The pipeline uses FBX 2020.2 and Epic warns another export version may be incompatible |
| Unity FBX Model tab | Scale Factor; Convert Units; Normals (Import, Calculate, None); Tangents; Weld Vertices | Unity expects 1 m to equal 1 unit |
| Godot scene import | Importer for FBX (ufbx since 4.3, or FBX2glTF); Embedded Texture Handling for glTF and FBX | Files added before 4.3 keep the FBX2glTF importer until switched |
| Roblox 3D Importer | File transform World Forward and World Up; File geometry Scale Unit (default Studs); Merge Meshes; Invert Negative Faces; Object geometry Make Double Sided | The importer, not the file, decides the axis and unit mapping, so check these when size or facing is wrong |
Symptom table
Likely causes follow the documentation; none was reproduced on a generator’s output.
| Symptom | Likely cause | Fix |
|---|---|---|
| Material slots exist but textures are blank | FBX and OBJ keep textures as separate files (Meshy’s export guide says GLB embeds them) | Keep textures beside the file, or re-export as GLB |
| Godot imports an OBJ without a skeleton or PBR | Godot’s OBJ support is limited: no pivots, skeletons, animations, UV2 or PBR | Use GLB |
| Unity shows no GLB | Unity’s package docs describe glTF import through the Unity glTFast package (the Model-tab page we read does not mention it) | Install com.unity.cloud.gltfast or use FBX |
| Rigged character loses blend shapes in Godot | Missing armature export setting | Enable Export Deformation Bones Only in Blender glTF export |
| Roblox model faces the wrong way | Importer File transform World Forward and World Up | Change them in the importer and re-check |
| Rig output format unclear | Meshy’s rigging API returns both FBX and GLB; Tripo’s returns GLB by default or FBX | Pick the format your engine reads natively |
Handling in Blender
Many pipelines pass models through Blender, whose glTF 2.0 add-on has Export Format options (GLB, glTF Separate, glTF Embedded) and a Materials export setting; see importing AI models into Blender. The 5.2 manual lists the FBX importer options shown in the table; the File > Import menu label and the export option list were not on that page. Which importer is default in other Blender versions is not confirmed.
Still unknown
The actual behavior of each generator’s files on import into each engine. A round-trip test of materials, rig and scale per format is planned, not done. See the engine hub for the other guides.
Sources
- Meshy: Export and file formats
- Unity glTFast documentation
- Unreal Engine documentation: Interchange
- glTF 2.0 Specification
- Library of Congress: Wavefront OBJ format description
- Autodesk FBX SDK help: welcome
- Godot docs: Available 3D formats
- Roblox Creator Docs: 3D Importer
- Blender manual source (5.2 release branch): FBX
- Blender manual source (main): glTF 2.0
- Unreal Engine documentation: FBX import options reference
- Godot docs: Model export considerations
- Meshy rigging API
- Tripo rigging API
- Unity 6.0 manual: FBX Model tab
- Tripo Format Convert docs