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Export your creations | Substance 3D Modeler

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 + shift + e.

Export settings

While many export settings are shared between formats, some options may be exclusive to the format you're exporting to.
  • FBX - can store various types of commonly used 3D objects like meshes, lights, and cameras.
  • GLTF/GLB - An open standard that can store 3D data like meshes, lights, cameras, and materials. Additionally, can reference external files.
  • OBJ - Stores simple geometry data and is very widely supported.
  • USD - Stores most data types, including meshes, lights, cameras, materials, and more. This makes USD a useful format to use across a pipeline.
    • USDA/USDZ/USDC - Variations of the USD format that change how data is stored within the file.
Unit scaleSet the physical size of the exported object. This can be helpful if your scene appears too large or small when imported to other software.
Up axisSet which axis is up for the scene. This should be set depending on which piece of software is next in your pipeline.
Export contentChoose whether to export the entire scene or only selected objects.
Polygon type
  • Raw triangles: Export the mesh exactly as it appears in Modeler
  • Triangles: Automatically retopologize to a target triangle count.
  • Quads: Automatically retopologize to a target quad count.
  • UV-mapped triangles: Automatically retopologize to a target triangle count and automatically generate UV maps.
Target polygon countSet the number of polygons for automatic retopology to aim for. This value acts as an estimate for the export polygon count.
Adaptive factorChange how the exporter distributes polygons. A high adaptive factor means the exporter will increase polygon density in areas with lots of detail. A low adaptive factor will attempt to maintain a consistent polygon density across the exported mesh.
UV Mapping
Generate UVsToggle whether UVs are automatically generated as part of the export process.
Generate UDIMsToggle whether generated UVs can make use of UDIMs, which allows UVs to spread across multiple tiles.
Max UV TilesSet the maximum number of UDIMs or tiles across which UVs can be spread. Requires Generate UDIMs to be toggled on.
Min UV island scalingChange how much individual UV islands can be scaled in order to allow more islands to fit in a given space. A low value like 0% means that islands can be scaled to 0% of their original size to allow them to fit, while a high value like 90% means they can only be scaled to 90% of their original size. A value of 100% means islands cannot be scaled.
Export hidden content

Includes layers that are currently invisible in the export.

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.

Flatten hierarchyRemove all groups and hierarchy from the exported scene.
Positive transforms 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.
Vertex color encodingSelect the format for vertex color data.
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