CGTrader’s automatic check
CGTrader runs a check on the FBX in every upload. A model that passes gets a quality mark, buyers can filter by it, and CGTrader can make extra formats and previews from it. The checks:
- Binary FBX, not ASCII.
- No lights or cameras in the file.
- No n-gons: only triangles and quads.
- Manifold geometry: no edge shared by more than two faces.
- A full PBR set: Base Color, Roughness, Metalness and Normal for each material.
- No embedded textures: the textures sit next to the FBX, not inside it.
- Square textures (1:1), with power-of-two sides.
Our 85% came from two failures: no Roughness and Metalness maps, and textures embedded in the FBX. Fixing the export fixed both.
Blender export that passes
- For each material, make square maps with power-of-two sides, named after the material:
Body_BaseColor(sRGB),Body_Normal,Body_Roughness,Body_Metalness(Non-Color), andBody_Emissiveif something glows. - Plug every map into the Principled BSDF directly: Roughness and Metallic into their sockets, the normal map through a Normal Map node. Only connected maps reach the FBX.
- Export FBX as binary with Path Mode: Relative and Embed Textures off. Ship the maps in a
Texturesfolder next to the FBX. - Use Latin letters, digits and underscores in object, material and texture names.
- Delete lights and cameras, apply scale and rotation, and triangulate or quad any n-gons.
Roblox’s mesh rules
- One mesh: at most 20,000 triangles.
- Watertight meshes, no exposed holes or backfaces, no zero thickness; quads where possible, no n-gons.
- Skinning: at most 4 bones per vertex; the root joint at 0, 0, 0 with no influences; bones frozen at scale 1 and rotation 0.
- One animation per exported file; export each clip separately.
- Textures up to 4096 × 4096; UV maps use up to 1024 × 1024 and all UVs inside 0 to 1, one UV set, one material per mesh.
Unity and Fab
- Scale: Unity works in metres; Unreal in centimetres. Check the size after import into a fresh project.
- Pivot at the bottom centre, so the asset drops onto the ground.
- Power-of-two textures compress and stream best in both engines.
- Real material names instead of Material.001; buyers see them.
- Fab needs both a Personal and a Professional license on every product, and assets that work as described in the listing.
Before you upload
- Open the export in a clean project of each engine you list.
- Run it through Model Check with the store as the target.
- Keep the triangle counts, bones and clip lists in the listing, so buyers know it fits.