Preparing 3D Files

Export GLB files that load fast and map cleanly to your options: naming, materials and file size

4 min readUpdated 2026-10-123dglbgltfblender

How to export a 3D model that loads fast and maps cleanly to your options. This guide uses Blender, which is free, but the same rules apply to any 3D tool that exports glTF.

Quick Checklist

  • Binary glTF (.glb), one file
  • Y-up, real-world scale, centred at the origin
  • Every part that toggles is its own named object
  • Every area that changes colour has its own named material
  • Names use only letters, numbers, _ and -
  • Recolourable materials have a white or light base colour
  • No Draco, meshopt or KTX2 compression
  • Under 50 MB before upload; ideally under 100,000 triangles

File Format

Uplift accepts binary glTF (.glb) only. A .glb packs the geometry, materials and textures into one file.

You haveWhat to do
.gltf with .bin and texture filesImport into Blender and export as .glb, or convert with a glTF tool
.fbx, .obj, .blend, .stlImport into Blender and export as .glb
.usdz (Apple AR Quick Look)Convert to .glb with Blender (USD import) or another converter

Blender export settings

File → Export → glTF 2.0, then:

SettingValue
FormatglTF Binary (.glb)
Include → Limit toSelected Objects, if the scene has extras such as a floor or backdrop
Include → Cameras / Punctual LightsOff: Uplift supplies its own studio lighting
Transform → +Y UpOn
Mesh → Apply ModifiersOn
Material → ImagesAutomatic, or WebP
CompressionOff: Uplift can't read Draco-compressed files
AnimationOff: Uplift shows a still model

Scale, Orientation and Pivot

  • Real-world units: model in metres. A 20 oz tumbler is about 0.2 m tall.
  • Apply transforms: in Blender, select everything and press Ctrl+A → All Transforms before exporting. Unapplied scale and rotation are the most common cause of a model appearing sideways or tiny.
  • Centred: place the model at the origin, standing on the ground plane, facing the front view (−Y in Blender).

The camera frames the whole model automatically, so exact size only matters for consistency between products.

Naming Parts (Nodes)

Uplift shows and hides nodes (objects) by name. Anything a customer can add or remove must be a separate object:

example
Tumbler
├── Body            always visible
├── Lid_Slide       Lid → Slide lid
├── Lid_Straw       Lid → Straw lid
├── Handle          Add-ons → Carry handle
└── Boot            Add-ons → Protective boot

Naming rules:

  • Use letters, numbers, underscores and hyphens: Lid_Straw, strap-long. 3D viewers rewrite spaces and the characters . : / [ ] in object names, and the rewritten name won't match your mapping.
  • Keep names unique. Blender adds .001 to duplicates; rename them before export.
  • Names are case-sensitive: Handle and handle are different nodes.
  • Name objects by what they are, not what they look like: Lid_Straw, not Black_Cylinder.

Hiding a parent hides its children, so you can group several meshes under one empty (for example Kit_Accessories) and map the group.

Recolourable Materials

Uplift recolours materials by name. Give each area that changes colour its own material, and share a material between objects that should always match:

MaterialUsed byDriven by
BodyPaintBody, lid bandColour swatches
BootSiliconeBootBoot colour swatches
SteelRim, handle hardwareNever recoloured

Base colour and textures

A swatch colour multiplies with the material's base colour texture:

  • No texture, white base colour: the result matches the swatch exactly. Best for painted or plastic parts.
  • Light grey texture with detail (fabric weave, grain, wear): the swatch colour shows with that detail. Keep the texture's average close to white (around 85–100% brightness) or every colour comes out dark.
  • Coloured texture: the swatch colour tints the existing colours, and the results are hard to predict. Avoid it on recolourable materials.

Normal, roughness and metalness maps all keep working when a material is recoloured.

Use PBR materials

Export with Blender's Principled BSDF (metallic-roughness). Set realistic starting values, which finish presets can change per option:

SurfaceRoughnessMetalness
Matte powder coat0.6–0.80
Gloss paint0.2 (plus clearcoat)0
Brushed steel0.31
Polished gold0.21
Fabric, velvet0.8–10
Rubber, silicone0.7–0.90

Built-in Colourways

If one colourway changes several materials or textures at once, as with a printed fabric or a multi-part sneaker, you can store every colourway in a single file using the glTF material variants extension (KHR_materials_variants). In Blender, set them up in the glTF Material Variants panel before export.

Name each variant clearly (midnight, beach, street): these names appear in the Uplift editor. Then map options to them in the Colourways section; see Map Colourways.

Keeping Files Small

Smaller files load faster on phones. On upload, Uplift:

  1. Removes duplicated and unused data
  2. Resizes textures (2048, then 1024, then 512 px on the longest side) and re-encodes them as WebP until the file is about 2 MB
  3. Rejects the file if it is still over 6 MB

Texture compression can't shrink geometry. If a file is rejected, or the editor reports it is still above the 2 MB target, reduce the geometry:

ProblemFix
High polygon count (CAD exports, photogrammetry scans)Blender Decimate modifier, ratio 0.2–0.5; aim for under 100,000 triangles
Hidden geometry (screws, inside faces, backs nobody sees)Delete it
Subdivision modifiersLower the level, or apply at level 1
Many separate texture setsCombine into one atlas per material
Embedded animation or morph targetsTurn off Animation and Shape Keys in the exporter

Check your triangle count in Blender with Overlays → Statistics.

Check Your File Before Uploading

  1. Open the .glb in a free web viewer such as glTF Viewer or the Khronos glTF Sample Viewer
  2. Confirm it loads the right way up, with correct materials
  3. Check the scene tree for your node and material names
  4. After uploading, the Uplift layer editor lists the nodes and materials it found. Compare them with your list.

Using Models You Didn't Make

Many product models come from manufacturers, marketplaces or libraries such as Sketchfab. Before using one:

  • Check that the licence allows commercial use on a store. CC0 and CC BY are common; CC BY requires credit, for example in the product description.
  • Expect to rename nodes and materials, and to split parts that need to toggle.
  • CAD exports are usually far too detailed; decimate them as described above.

Next Steps