Export your creations

This page explains how to export your creations into other application such as Adobe Substance 3D Painter or Stager for texturing and rendering.

It is not currently possible to export a scene while in VR mode. To export, you need to switch to desktop mode.

You can bring up the Export window using File > Export  or shortcut ctrl + e.

It's currently only possible to export the entirety of a scene, in future we plan to add functionality for different export options such as "Export Selection" and "Export visible".

Export settings

While many export settings are shared between formats, some options may be exclusive to the format you're exporting to.
  • FBX - a commonly used format that is able to store various types of commonly used 3D objects like meshes, lights, and cameras.
  • OBJ - a simple format that is supported by most 3D software.
  • USD - a newer format that can store lots of information, such as meshes, lights, cameras, materials, and more. This makes it a useful format to use across a pipeline, and it is quickly becoming an industry standard.
Preserve Instances

This option should be toggled depending on which application you intend to use next. Not all applications support instancing - if you are using an application that doesn't support instancing properly, turn this toggle off.

Instancing is much more performant than converting everything into individual layers, so if it is available, keep this toggle on. 

Positive Transform scales onlySome applications have trouble understanding negative transforms. If meshes appear to be inside out or have other normal issues, try toggling this setting.
Vertex ColorToggle if vertex color information is included in the export. If you don't apply color to sculpts in Modeler, it's a good idea to turn this setting off.
Mesh Output

This option lets you retopologize the mesh before export to help decrease polycounts and improve edge flow.

  • Raw triangles: The mesh will be exported as it appears in Modeler.
  • Triangles: Automatically retopologize the mesh and export as triangles.
  • Quads: Automatically retopologize the mesh and export as quads.
    • With Quad export, an additional option appears to toggle adaptive remeshing. Adaptive remeshing focuses mesh resolution on areas of higher detail.
  • UV-mapped Triangles: export as triangles with auto-generated UV maps.
    • With UV-mapped Triangles selected, an additional option appears to select how to optimize the UVs. 

Mesh retopology options

The Method option under Mesh Output determines the retopology algorithm that is run before exporting the mesh. Quads and Triangles will have different results - Triangles isn't just a triangulated version of the Quads output.


The following option is available when exporting Triangles:

  • Quality: adjust how far the algorithm attempts to reduce the polycount of the scene.
  • Note that dropping the percentage too far will significantly impact the appearance of the exported mesh. The default 80% generally gives good results at a manageable polygon count, however this value is very dependent on your specific sculpt and the level of detail you're trying to achieve.


The following options are available with Quad Remesher:

  • Target Quad count: an approximate number of quads for the algorithm to aim for. Exports will usually be within a few percentage points of this number.
  • Adaptive: toggle adaptive retopology. When turned on, polygons will be focused in areas of higher detail. This can help preserve detail at lower polygon counts.

UV-mapped Triangles

UV-mapped Triangles automatically UV unwraps your sculpts on export. The following options are available for UV-mapped Triangle export:

  • Optimize For: Select whether to optimize the UVs for Hard Surface or Organic sculpts.
  • For mixed sculpts like a cyborg that has both Hard Surface and Organic elements, it might be worth exporting parts of the sculpt individually for best results.