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    Importing to Roblox

    Recommended Format

    GLB, using the Mobile preset. Roblox Studio's 3D importer reads GLB directly, and the Mobile preset is tuned to stay inside Roblox's mesh and texture limits so imports land as MeshParts without cleanup.

    Import Steps

    1. 1

      Export from PolyMedium

      Download your asset as GLB, Mobile preset

    2. 2

      Open Roblox Studio

      Create or open an existing place

    3. 3

      Import Mesh

      Avatar → Import 3D (or drag the GLB into the viewport)

    4. 4

      Configure Import

      Review settings and click Import

    Import Settings

    • • Import as: Choose "Model" for props and objects
    • • Scale: Roblox uses studs; you may need to rescale
    • • Anchored: Enable for static props

    Adding Colors/Materials

    PolyMedium GLBs carry baked PBR textures (base color, normal, roughness/metallic) embedded in the file. Import 3D reads them and creates a SurfaceAppearance on the MeshPart automatically, so colors normally come across with no extra work. To adjust things afterwards:

    1. Select the imported MeshPart
    2. Expand its SurfaceAppearance child to see the imported texture maps
    3. In Properties, "Color" tints the mesh on top of the texture
    4. If a SurfaceAppearance is missing, add one and assign the maps manually

    Troubleshooting

    • • Import fails: Check triangle count (max 10,000 for free). When exporting, turn on the Decimate toggle in the export dialog to reduce polygon count.
    • • Wrong scale: Rescale in studio or re-export at different scale
    • • Collision issues: Add custom CollisionFidelity or use Union
    • • Untextured or grey mesh: The textures are embedded in the GLB, so import through Import 3D rather than uploading the mesh via the Asset Manager, which strips materials. Re-import with texture and material import enabled.
    • • Colors not showing: Select the MeshPart and check it has a SurfaceAppearance child with the texture maps assigned. If it doesn't, re-import via Import 3D or add the SurfaceAppearance manually.