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."
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.
What each one carries
| Format | Textures | Primary use |
|---|---|---|
| GLB | Yes, embedded in one file | Blender, web viewers, game engines - single-file convenience |
| GLTF | Yes, as separate files | Same as GLB, when you want editable, separate texture files |
| FBX | Yes | Maya, 3ds Max, Unreal, Unity - the standard VFX/game-industry exchange format |
| OBJ | Via a companion .mtl file | Broad legacy compatibility - almost every 3D tool can open an OBJ |
| USDZ | Yes | AR on iOS/Safari, Apple's Quick Look viewer |
| STL | No - geometry only | 3D printing / slicer software |
| 3MF | Limited support | Modern 3D printing - can carry color and multi-part data STL can't |
| DXF | No | CAD 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.
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.
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.
Match the format to the destination
| You're headed to... | Use |
|---|---|
| Blender, a web viewer, or most game engines | GLB |
| A pipeline that wants editable, separate texture files | GLTF |
| Maya, 3ds Max, Unreal or Unity specifically | FBX |
| An older or less common 3D tool | OBJ |
| AR on iOS or Safari's Quick Look | USDZ |
| A standard 3D printer / slicer | STL |
| Printing with color or multiple parts | 3MF |
| A CAD or 2D/vector-adjacent workflow | DXF |
Five steps, credits at the end
- Generate. Free, and free to regenerate until the read is right.
- Select topology. Raw for maximum static detail, Quad if rigging is coming next.
- Configure texture options. Default PBR, or add HD texture / delighting.
- Choose an export format. Any of the eight - switch freely before downloading.
- Download. Credits are spent when you decide to download or export the asset you're keeping, not during generation or revision.
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.
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
Every Rodin guide on rodin3ds.com
Getting a model to export
Using the export
Reviews & comparisons
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.