These are the methods I use to verify model quality: checking for rendering artifacts, UV errors and general mesh integrity, rather than for active game development. As I gain more experience with different engines, this workflow may evolve.

Godot 4

Godot supports .glb import natively, with no plugins required. I follow the workflows established by the Godot community:

Textures and materials embedded in the .glb file are imported automatically.

Unreal Engine 5

Static (unrigged) assets

  1. In the Content Browser, create a folder named Models.
  2. Click Import and select your .glb files.
  3. In the Import dialog, uncheck:
    • Common Meshes → Build → Recompute Normals keeps the baked normals from your DCC tool.
    • Common Meshes → Build → Recompute Tangents keeps the baked tangents.
    • Static Meshes → Build → Build Nanite avoids Nanite conversion, which can cause issues with smaller or simpler assets.
  4. Drag the imported mesh into the level.

Embedded textures are imported automatically alongside the mesh.

Rigged characters (humanoids)

I'm currently developing and testing a UE5 setup for my characters, so UE5-compatible rigs and meshes are not yet available for my pre-made characters. Custom-built characters will come with a UE5-compatible skeleton and mesh.

These are delivered differently. Unreal Engine is particular about asset configuration, especially the skeleton, so to ensure compatibility I deliver them as a native Unreal Engine project (.uproject). Open it and migrate the assets into your own project.

Unity 6

  1. Open the Package Manager, click + and choose Install Package by Name.
  2. Enter com.unity.cloud.gltfast and click Install. glTFast is Unity's official glTF importer, maintained by Unity Technologies.
  3. In the Project window, create a folder named Models inside Assets.
  4. Drag your .glb files into the Models folder, then drag the imported asset into the scene.

Textures and materials are imported automatically via glTFast.

Rigged characters in Unity and Godot. The skeleton issues in Unreal Engine don't occur here. Rigged characters can be imported directly as .glb files without any special handling.