# 3D models

> Public channel — documentation of app 3.6.3. Follow the availability notices of each service.

Source: [3D models](/en/application/assets/modeles-3d/)

Blender is built into the app: nothing to install.

A 3D model can come from three places: the asset bank, Blender running inside the app, or the remote generation service. Your agent chooses based on your settings, and your explicit request overrides everything else.

## Compare the three methods

| Method | Where the model comes from | What it uses | Duration | Good to know |
| --- | --- | --- | --- | --- |
| **The asset bank** | A model already created by a VibeStarter member | Nothing | Instant | Search in English; this is the cheapest option |
| **Blender, locally** | Built by your agent inside the app | Nothing beyond your agent’s quota | A few minutes, queued | Blender does not need to be installed; 20,000 triangles at most |
| **Remote generation** | Rebuilt from 1 to 4 images, or from text | Your AI credits, or your Meshy key | About 2 minutes | The first view decides the result |

An agent can also build without a mesh

For scenery, collisions, and many props, an agent assembles Roblox parts. This route generates no asset and therefore uses no credits or external service.

## Texture optimization for online storage

Textures built into new generated models and ordinary imports are capped at **2,048 pixels on their longest side** when they are stored in the bank. Their proportions are kept; textures that are already smaller are not enlarged. Color JPEG textures are also recompressed to reduce their size, without reducing their resolution any further. This compression is lossy and can change some fine details. Technical textures (normal, occlusion, material properties) do not receive this extra compression.

This optimization does not reduce the number of polygons and does not change animations.

However, transferring an existing local source to the community keeps its file identical, so the app can verify that the transfer is complete.

## Choose the method

1.  Open Settings → Workspace, section Agent Behavior.
    
2.  In the 3D model creation setting, choose one of the three methods:
    
    -   The Automatic method: all models go through Blender by default, including unidentified models. This is the default setting;
    -   The Blender method: meshes are created with Blender locally, while Studio primitives remain available for the map and collisions;
    -   The Remote generation method: meshes are created by the 3D generation service, according to its access and billing terms.
3.  Change this setting while no agent is working: the app refuses otherwise. It applies to all your open projects, including those in other tabs.
    

Before each launch, the same choice is made in the Before launch bar, 3D models group, under short names: Auto, Blender, and Remote. See [Launch and steer your agents](/en/application/agents/lancer-et-piloter/).

For a single task, there is no need to change the setting: say “do it with Blender” or “generate it remotely” in your request. Your explicit request takes priority, without changing your preferences.

## Make a model with Blender

Blender is built into the app: you don’t have to install anything, and this route does not use AI credits.

1.  Ask your agent for the model, in French.
    
2.  Follow the status shown: Pending, then Generating, then finally Draft ready for review.
    
3.  Open the notification, click Open in 3D, and rotate the model.
    
4.  Accept with Accept Asset, or ask for a correction with the Revise button and a written comment. The agent then offers a Version 2.
    
5.  Once accepted, the agent publishes the model to Roblox and inserts it into the place.
    

All calculations and drafts stay listed under My assets, in the Blender workshop section, even after the app restarts. To rework a model later, use Export Blender source, or ask the agent to start again from the saved model.

**The source follows the project.** When the agent prepares a model for an open project, the app stores the Blender source and its render in that project’s folder, even before it is sent to Roblox. They therefore go into your project archives, the ones in Settings → Storage → Backups — see [Switching computers](/en/application/projet/changer-d-ordinateur/#your-project-archive). The online backup, which only carries code, does not include them: a teammate does not receive them through the Cloud.

### Blender limits in the app

| Limit | Value |
| --- | --- |
| Triangles | 20,000, per mesh and for the whole model |
| Calculations at the same time | 1 active, up to 8 queued |
| Calculations per agent session | 2 |
| Duration of a calculation | 300 seconds |
| Size of the exported model | 25 MB |
| Size of the `.blend` source | 64 MB |

Overlapping surfaces are flagged in the report, not moved automatically. Palette materials are supported; multi-material texture baking and deformable animation are not supported in this integration. Closing a session cancels its pending or running calculations, but the results it has already produced remain available. The code run to build the model runs in isolation, with no access to the network or to your personal folder.

## Generate a model remotely

This route rebuilds a model from images. The order of the images matters: the first view is the reference, and it decides the shape you get. Back and side views improve the sides, but they cannot fix a bad first view.

Progress stalls, that's normal

A 3D generation often stays stuck around 49% for 30 to 90 seconds, while the texturing runs. It is not a crash.

You can start this route yourself from the AI Studio, on the Image → 3D tab: see [The AI Studio: create it yourself](/en/application/assets/atelier-ia/). If you stop waiting, the app warns you that the conversion keeps going, that your credits are already committed, and that the model will not be brought back to your asset bank.

With your VibeStarter credits, only the main view is used to rebuild the model; the other views are only taken into account with a Meshy key. You declare the key in Settings, on the Keys & generation tab, in the 3D models line.

## Once the model is in Studio

An inserted model arrives with its parts loose and unanchored. Before you run the game, you must set its PrimaryPart and weld its parts, or place Motor6Ds for what needs to move. Without this, the model falls apart when the game starts. Your agent knows how to do this; ask it if you insert the model yourself.

For a model to move in pieces, it has to be split: see [Split a model to animate it](/en/application/assets/decouper-un-modele/).

## Limits

-   A 3D conversion cannot take a file kept only on your computer directly: it must first be shared, by right-clicking its card and then Share with the community, or sent.
-   The assets panel does not import 3D files. For a model made elsewhere, drop it into an agent’s pane and ask the agent to use it.
-   The file extensions you can publish to Roblox for a model are `.fbx`, `.glb`, `.gltf`, and `.obj`.

## Frequently asked questions

**Is Meshy required?** No. The bank, Blender, and the assembly of Roblox parts cover many cases. A Meshy key is used to pay for remote generation other than with credits, and to use several views.

**Is Blender only for a subscription?** No. It is built into the app and does not use AI credits.

**Why does my agent build with Roblox parts instead of a mesh?** Because the geometry is chosen based on the use: parts are lighter for scenery and collisions. Explicitly ask for a mesh if you want one.

## Going further

-   [Split a model to animate it](/en/application/assets/decouper-un-modele/)
-   [The AI Studio: create it yourself](/en/application/assets/atelier-ia/)
-   [Assets: search before you create](/en/application/assets/)
-   [AI credits in practice](/en/offres/credits-ia/)
-   [What agents can do in Studio](/en/application/studio/agents-dans-studio/)
