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Exporting Models from Blender

This guide was written for Blender 4.4.3 and requires that you are familiar with the basics of Blender.

Once you have your model setup in Blender and you are ready to export, you will want to check a few important things first to ensure OtS will read your model correctly.

OtS should be able to import most models without any manual tweaking. However, having a model import into OtS and having a model look good in OtS are two different things.

Checklist

1. Have you made a material for your objects?

You cannot edit materials once you've imported into OtS so be sure to make all your materials in Blender.

2. Is your material OtS-friendly?

Use only diffuse/albedo/colour data.

OtS supports only basic colour (diffuse/albed) information in materials. Advanced material features such as reflections, subsurface scattering, or procedural texture will not show up.

A general rule of thumb is that if your material is procedural or depends upon the camera direction then it is not OtS-friendly.

An example of this are materials that use backface culling which is common for making outlines.

This material setup is not OtS-friendly.

This material uses face culling to show an edge outline. This means the material is dependent on the view direction so will likely not appear correct when processed by OtS.

"Mushroom Potion" (https://skfb.ly/oxOHE) by Ergoni is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

This material setup is not OtS-friendly.

If you were to import a model using this texture into OtS you will get a blank result.

This is because the "Brick Texture" node is procedural and cannot be encoded in the glTF format. Even if it could be, OtS still won't read it. For this texture to appear it must be baked into a texture and then that texture should be inputted into the "Base Color" of a Diffuse BSDF or Principled BSDF. To learn more, visit Baking Textures in Blender.

3. Are your textures a sensible size?

You don't need 8k textures, or even 4k textures. It is highly recommended to downscale the size of your textures to 1k. You will most likely not notice the difference but the reduction in memory usage is important for OtS to run smoothly.

Only when the size of a texel is greater than the size of a voxel is it worth increasing the resolution of your textures.

4. Have you applied your Armature?

OtS does not read skinning data. If your model is rigged then you will need to apply the Armature modifier on your object to "bake" the transforms into the object's vertices. Otherwise, your model will not be posed when loaded into OtS.

5. Have you removed unnecessary objects from the scene?

OtS will import every mesh in your exported file. Be sure to either:

  • Tick 'Selected Objects' when exporting to only export the objects currently selected.
  • Delete all objects you don't want to be included in OtS.

Make sure you delete backdrops and sky boxes!

Exporting

Once you have considered all these recommendations, head over to File > Export > glTF 2.0 (.glb/.gltf)

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