From your Library into your game engine
Getting the models and images Ava made into Unity, Godot or Unreal: which files to use, how to download them cleanly, and what to check on import.
Everything Ava makes in the Blender and GIMP rooms lives in your Library, on your own computer. This guide is about the last step: getting it into your game.
Before you export: bake the look
Game engines cannot read Blender’s live material effects. A model whose look has not been baked into textures arrives flat and grey. Ava bakes as part of finishing a model, and both her build report and the download warn you if a model still has unbaked detail. If you see that warning, ask her to bake it first.
The clean way out: download a folder
Put the pieces in a Library folder, open it, and click Download. You get a folder or a zip of finished files only, with none of Ava’s working material:
- Each model in its own folder: .fbx, .glb, .blend and a textures folder beside them. The .blend is saved with relative texture links, so it opens correctly on any computer.
- Images from the GIMP room as their finals only. A piece with no final yet is left out, and the download tells you.
- Your own uploads exactly as you added them.
- How-this-was-made.txt, unless you untick it.
Folders and packs in the Library
Godot
Choose "Godot (for your own game)" under Prepare for. You get just the .glb models and the finished images. A .glb carries its textures inside it, so you drop it into your Godot project folder and Godot imports it on its own.
Unity
For your own Unity game, a plain download works: drag the model’s folder (the .fbx and its textures folder) into your project’s Assets. Unity reads .fbx on its own; .glb needs Unity’s glTF package.
If you plan to sell on the Unity Asset Store, choose "Unity Asset Store" under Prepare for. You get one root folder with .fbx and .png, the .blend files zipped as source, Third-Party Notices for fonts, a check that textures are power-of-two sizes, and a checklist of what is left to do inside Unity.
Unreal
Use a plain download and import the .fbx through Unreal’s Content Browser, keeping the textures folder beside it. Two things to check on import:
- Normal maps. Blender bakes them the OpenGL way and Unreal expects the DirectX way. If the surface detail looks inverted, open the normal texture in Unreal and tick Flip Green Channel.
- Size. Ava works in metres and Unreal in centimetres. Compare the imported size with the size the Library shows for the model.
Selling on Fab? Choose "Fab (3D)" under Prepare for: one zip per format, names with underscores, a gallery image, and a scale check against a 1.92 m human.
Check these in any engine
- Scale: Ava builds in metres, with Z up. The Library shows each model’s real size, so you can check it after import.
- Pivot: where the model rotates from depends on how it was built. If you need it at the bottom centre, say so in the brief.
- Colliders, prefabs and LODs are engine work. Ava makes the model; setting it up for play happens in your engine.
Quicker, for a single piece
- Copy .glb path / Copy .fbx path in the model’s drawer, then import from that path. The .glb and .fbx made at build time carry their textures inside.
- Open folder shows the model’s files on disk.
- Use in project copies the piece into the project you have open in VS Code or the IDE, into its public, src/assets, assets, static or images folder, whichever exists first. It copies the whole work folder, so tidy what you do not need.
Bringing your own files in
Upload adds your own images, video, audio and models (GLB, glTF, FBX, OBJ, .blend) to the Library, recorded as your work. Single-file formats work best: a .glb or .blend carries everything, while a .gltf or .obj that keeps its textures in separate files arrives without them.