Choose a format based on what you need to carry forward. Voxel3D provides GLB or OBJ when available for the generated result. STL is a conversion step for printing.
Export format comparison
Format
Best for
What it carries
How to get it
GLB
Textured assets in Blender, Unity, or a browser
Geometry and materials. Textures can be embedded in the same file.
Choose GLB in the Voxel3D Download menu.
OBJ
Mesh editing and interchange
Geometry. Materials and textures may be in companion files.
Choose OBJ when available. Extract the archive before importing.
STL
3D printing and slicer import
Surface geometry. Set and verify dimensions in the destination tool.
Import the generated mesh into Blender, repair it, and export STL.
Choose GLB when the appearance matters as much as the shape. A textured game prop is easier to hand off when the mesh and its image textures travel together. Once imported, compare it with the browser preview under neutral lighting. A model can look darker in a new scene because the environment and exposure differ, so check the material before editing the texture.
Choose STL at the end of a printing workflow. An STL export represents the surface as triangles and does not carry the color textures from a GLB. Export a copy, keep the editable Blender file, and open the STL in your slicer to verify its physical dimensions. A model that looks correct on screen may still need repairs before it can print.
02 / Workflow
Bring your model into Blender or Unity
Blender
Download GLB or OBJ. In Blender, open File → Import and select glTF 2.0 or Wavefront OBJ. Keep any OBJ textures and MTL file with the mesh.
Inspect the model from all sides, then set its orientation and dimensions. For printing, check for holes and thin walls, export STL, and confirm scale again in your slicer.
Unity
Download GLB. In your Unity project, install a compatible glTF importer such as glTFast, then add the file to Assets.
Place the imported asset in your scene and check scale, pivot, and materials under the project lighting. Add a collider or simplify the mesh where the project requires it.
Check the Blender import before exporting
After import, orbit around the object and inspect it from below and behind. A front-facing preview can hide a flattened back, a missing underside, or a hole inside a handle. Set the object to a known size and check the dimensions rather than assuming the source photo established scale. If you are making a printable part, look for open edges, intersections and details thinner than your printer can reproduce. Repair the model before exporting and inspect the slicer’s layer preview for gaps or unsupported features.
Check the Unity asset in context
Place the imported model next to an object of known size. A pivot near the center may be convenient for a collectible but awkward for a door that should rotate around a hinge. Set the pivot in your editor or put the asset under a parent object at the intended rotation point. Test materials under the lighting and render pipeline the project actually uses. If a model will be repeated many times, review mesh and texture sizes before making it a prefab. For collision, a simplified shape can be enough even when the visible mesh has detailed edges.
03 / Troubleshooting
Four image inputs that can fail
Reflective surfaces
Bright reflections can look like features painted onto the object. Use soft diffuse light and change the camera angle to reduce hotspots.
Motion blur
A smeared outline can turn into a warped edge or missing detail. Retake the photo with a steadier camera, more light, or a faster shutter.
Part of the subject is hidden
The model has to infer the shape behind an obstruction. Move the obstruction and leave visible space around thin parts such as handles or legs.
Several objects in one photo
Touching objects may merge into one mesh. Crop one subject at a time, generate each asset, then assemble them in your editor.
When the front looks good but the back is distorted, the problem is often missing visual information. A better front photo can improve visible texture without resolving a hidden cavity. If the back has a specific shape you need to preserve, inspect it directly and either edit the draft by hand or use a separate multi-view workflow. For a collection of nearby objects, separate inputs also let you position each mesh independently in the final scene.
04 / Choosing your source
Single image or multi-view reconstruction?
Single-image generation is useful when you have one reference and need a draft quickly. Voxel3D takes one image per job, so it estimates the back and other surfaces outside the frame. A clear three-quarter view can give it more information about depth.
A multi-view workflow takes several overlapping images of the same object. It takes more setup, but gives the reconstruction tool direct evidence about sides and details a single photo cannot show. Choose that route when matching the original from multiple angles matters. Measure the object separately if the result needs to meet a physical tolerance.
A single image works well for a concept prop whose overall silhouette matters more than exact dimensions. Use a three-quarter view that exposes some of the top and side while still making the main features easy to read. Look at the generated back early. If you only need the front for a background asset, that draft may be enough. If the viewer can walk around it, budget time to refine the hidden surfaces.
Use multiple overlapping photos in a tool that supports multi-view reconstruction when the object has meaningful detail on every side. Keep the subject still, move around it, and maintain consistent lighting so that features can be matched between shots. A physical reference measurement is still useful when an object needs to fit another part. Voxel3D accepts one source image per job, so uploading several views as separate jobs creates separate drafts.
Export questions
Which file should I try first for a textured model?
Try GLB. It can bundle the mesh, materials and textures in one file. Use OBJ when your target application needs that format or when you mainly need the mesh.
Can I send a generated model straight to a 3D printer?
Check the mesh and its dimensions in Blender first. Repair holes and thin areas as needed, export STL, then check scale and layers in your slicer before printing.
Will a single image reconstruct the exact back of the object?
The back is estimated from the visible information. Use a separate multi-view workflow or edit the generated mesh when hidden surfaces need to match the original.
Can I follow the guide without generating a new model?
Yes. Open the Featured gallery and sign in to download a sample GLB. Use that file to practice importing, checking scale and inspecting materials.
Inspect a real example
Open the Featured gallery, rotate a model, and download its GLB to follow the import steps.