Prepare
Preparing your model
Most failed conversions come down to four things: the size, missing textures, too many triangles, or a file with no mesh in it.
The best format
GLB to FiveM converts most reliably from GLB. A GLB file carries the model, its materials and its textures in one file, so nothing can go missing on the way. If your 3D program can export GLB, use it.
The other formats work too, with a few rules for each. They are listed at the end of this page.
Real size in metres
GLB to FiveM keeps the size your model has in the file and reads it in metres. A chair should be about 1 metre tall, a door about 2 metres. The game does not rescale anything, so a model exported in the wrong unit ends up 100 times too big or too small.
- Export in metres, with a unit scale of 1.
- Models under 1 millimetre or over 2,000 metres across are refused before the conversion starts.
- A size that is wrong but inside that range converts normally. Check it in the editor, where the bar at the top shows the size in centimetres.
- 1. Size: width, depth and height in centimetres
- 2. Reference: the person on and off
A refused model shows this message on the job page, with its own measurement:
ASSET_SCALE_IMPLAUSIBLE: model is 7037.1 m across (maximum 2000.0 m); export in metres and retry.
Sizes in the thousands of metres usually mean a model made in centimetres or millimetres was exported as if they were metres. Scale it down in your 3D program, or export again with the unit set to metres.
Textures inside the file
GLB to FiveM can only use textures it receives. A texture is received when it is embedded in the model file, or when it sits next to the model in a ZIP. A texture that points to a folder on your computer is missing, and the prop comes out with blank or partial textures.
- GLB: textures are always inside. Nothing to do.
- FBX: embed them. In Blender, set Path Mode to Copy and turn on Embed Textures in the FBX export.
- OBJ: the textures live in separate image files. Put the OBJ, its MTL and the images in one ZIP.
A texture also needs UV coordinates on the model to know where it sits. Every textured export has them. STL files carry neither textures nor UVs, so they suit plain, untextured props only.
Triangle count
GLB to FiveM reduces dense models on its own, toward a budget that depends on the usage you pick: leaner for a World prop, more detail for a Hero object. You do not need to hit an exact number.
A model that stays far above the budget after that, typically a scan or a sculpt with millions of triangles, is refused with:
This model has too many triangles for a game prop. Reduce the polygon count (in Blender: Decimate modifier) and upload it again.
Models made of thousands of loose pieces can fail the same way, with a message that the model is too complex to convert. Join the pieces and merge them by distance in your 3D program before you export.
One object per conversion
Each conversion makes one prop. Everything in the file becomes part of it: a floor, a backdrop, lights with geometry, a second copy hidden far away. Delete what is not part of the object before you export.
Leftovers can also be removed after the conversion with Remove unwanted parts in the editor. See Removing unwanted parts.
Good to know
Several props? Convert them one by one, then combine them with Merge into one resource. Merging is free.
Export settings by format
GLB
In Blender: File, Export, glTF 2.0, format glTF Binary (.glb). Apply modifiers. Export only the selected object if the scene has more.glTF
A .gltf with a separate .bin and images needs all of them. Put them in one ZIP, or export as GLB instead.FBX
Path Mode set to Copy with Embed Textures on. Unit scale 1, in metres.OBJ
Export with materials, then ZIP the OBJ, the MTL and every texture image together.USD, DAE
Accepted as they are. If one fails to import, export the model as GLB.STL, PLY
Shape only. Use them for untextured props, or when there is no other format.
Blender files (.blend) cannot be uploaded, not even inside a ZIP. Export from Blender instead.