Checked against the live product page Hyper3D Editorial 路 Feature guide Updated September 16, 2026

Rodin Export Formats

Every Rodin generation can leave as eight different file types, and picking the right one saves a re-export later. Here's what GLB, GLTF, FBX, OBJ, USDZ, STL, 3MF and DXF each carry, how topology and materials factor in, and a straight answer to "which format do I actually want."

Formats available: 8 Switching formats: free, before download Default texturing: PBR
8export formats across generation modes
$0to switch formats before you download
10M+Raw topology faces at maximum effort
4K-50KQuad topology face range
Overview

One generation, eight ways to leave

Whether a model started as a text prompt or an image reference, the export step is where you decide what downstream tool it needs to work with. Rodin supports eight formats across its generation modes: GLB and GLTF for game engines and viewers, FBX for the VFX/game-industry pipeline, OBJ for broad legacy compatibility, USDZ for Apple AR, and STL, 3MF and DXF for printing and CAD interchange.

Format choice is independent of the generation itself - you're not locked into whatever you picked first. Re-export the same result in a different format any time before you're done, at no extra cost.

Format by format

What each one carries

FormatTexturesPrimary use
GLBYes, embedded in one fileBlender, web viewers, game engines - single-file convenience
GLTFYes, as separate filesSame as GLB, when you want editable, separate texture files
FBXYesMaya, 3ds Max, Unreal, Unity - the standard VFX/game-industry exchange format
OBJVia a companion .mtl fileBroad legacy compatibility - almost every 3D tool can open an OBJ
USDZYesAR on iOS/Safari, Apple's Quick Look viewer
STLNo - geometry only3D printing / slicer software
3MFLimited supportModern 3D printing - can carry color and multi-part data STL can't
DXFNoCAD interchange, 2D/vector-adjacent workflows

For the printing-specific side of STL and 3MF - manifold checks, wall thickness, mesh repair - see the 3D printing guide.

Topology modes

Raw vs Quad, independent of format

Whichever file format you export to, you choose the underlying topology first:

Raw

Triangle-based, maximum detail - roughly 1K to 10M+ faces on Gen-2.5 depending on effort tier. Not built for rigging.

Quad / Smart Low-Poly

A lower face count in the 4K-50K range, optimized for character deformation and rigging workflows.

More on bringing a Quad-topology export down to a game-ready count in the low-poly guide.

Materials & textures

PBR by default, with two extra options

Every texturable export gets PBR (physically based rendering) maps by default. Two additional options sit on top of that: HD texture for higher resolution, and texture delighting, which strips baked-in lighting so the surface re-lights cleanly in your own scene rather than carrying shadows from the generation.

Geometry-only formats - STL and DXF - can't carry any of this. If materials matter for your use case, pick one of the other six formats instead.

Which format to use

Match the format to the destination

You're headed to...Use
Blender, a web viewer, or most game enginesGLB
A pipeline that wants editable, separate texture filesGLTF
Maya, 3ds Max, Unreal or Unity specificallyFBX
An older or less common 3D toolOBJ
AR on iOS or Safari's Quick LookUSDZ
A standard 3D printer / slicerSTL
Printing with color or multiple parts3MF
A CAD or 2D/vector-adjacent workflowDXF
Workflow & cost

Five steps, credits at the end

  1. Generate. Free, and free to regenerate until the read is right.
  2. Select topology. Raw for maximum static detail, Quad if rigging is coming next.
  3. Configure texture options. Default PBR, or add HD texture / delighting.
  4. Choose an export format. Any of the eight - switch freely before downloading.
  5. Download. Credits are spent when you decide to download or export the asset you're keeping, not during generation or revision.
Rigging note

Exports are static meshes, with one exception

Core Rodin generation exports static meshes - a rig is something you build afterward, typically in Blender or another DCC tool, and choosing Quad topology up front makes that pass go more predictably. See the Rodin to Blender guide for the specifics of that workflow.

The exception is ChatAvatar, whose character packages include facial rigs with blendshapes and ARKit-compatible visemes built in - useful if the model needs to talk or emote without a rigger building that system from scratch.

Use cases

Grouped by where the export is headed

Game & real-time

GLB or FBX into an engine or DCC pipeline

AR & mobile

USDZ for iOS/Safari Quick Look experiences

3D printing

STL for standard slicers, 3MF for color or multi-part

CAD & legacy tools

OBJ for broad compatibility, DXF for CAD interchange

See it in action

Generation & export walkthroughs

Thumbnail: Hyper3D Rodin Tutorial 2026 - Convert Image to 10M Polygon 3D Model in 4s

Raw topology at maximum detail

Shows the polygon ceiling Raw topology can reach before you pick an export format.

Watch on YouTube ↗
Thumbnail: Hyper3D's Rodin Gen-2.5 Tutorial

Prompt to production-ready model

Covers effort tiers alongside the export choices this guide details.

Watch on YouTube ↗
Thumbnail: Hyper3D Rodin Tutorial - How to Convert an Image into a 3D Model

Reference to mesh, step by step

Full generation flow ending at the same export screen covered here.

Watch on YouTube ↗
Thumbnail: Rodin AI Review by Hyper3D AI 2026 - Does It Actually Deliver?

Independent quality review

Output quality context across the formats and effort tiers tested.

Watch on YouTube ↗
FAQ

Export formats: frequently asked questions

Which export format should I use for Blender or a game engine?+

GLB for the fewest headaches - it's a single self-contained file with geometry, materials and textures embedded, which is why it's the default for Blender, web viewers and most game engines. FBX is the better choice specifically for Maya, 3ds Max, Unreal or Unity pipelines that expect it as the standard exchange format.

Can I switch export formats after generating a model?+

Yes, at no extra cost. Generation and iteration are free, and format selection happens at export time - you can re-export the same result as GLB, then FBX, then STL without regenerating or paying again for each one.

What's the difference between GLB and GLTF?+

They're the same underlying format with different packaging. GLB bundles geometry, materials and textures into one binary file. GLTF is the same data split into a JSON file plus separate texture files - more editable by hand, but with more files to keep track of.

Does Rodin export rigged, animation-ready models?+

Core Rodin generation exports static meshes - a rig is something you build afterward in a DCC tool, though choosing Quad topology on export makes that rigging pass go more predictably. ChatAvatar is the exception: its character packages include facial rigs with blendshapes built in.

Can materials be included in an STL or DXF export?+

No. STL and DXF are geometry-only formats with no material or texture data - that's fine for 3D printing and CAD interchange, where color and shading aren't part of the deliverable, but it means those exports won't carry any of Rodin's PBR texturing.