Table of Contents

Exporting for Real-Time Engines

Scene Categories

Objects in the scene fall into three groups:

Static scenery

Dynamic visual actors

Hero props

Each category follows a different export strategy.


Result

Clean GLB structure with:

This structure is optimal for real-time engines.


Baking Textures

Step 1 – Apply All Modifiers

Select all objects.

OR

This applies all modifiers (including bevel) destructively.

If you prefer manual control: Select one → Modifier tab → Apply Repeat for all (less efficient).

Step 2 – Join Into One Object

Select all objects. Select one last as active (it becomes the base object)

Ctrl + J

All objects become one mesh.

Clean-up:

Step 3 – UV Unwrap Properly

Now that it's one object:

Adapt projection method if needed for geometry.

Adjust angle limit if needed.

Open UV Editor and confirm:

If you want optimal packing: UV → Pack Islands

Step 4 – Create Bake Target Texture

Switch to Cycles (baking only works in Cycles).

In Shader Editor:

IMPORTANT:

Leave this Image Texture node selected (highlighted).

This tells Blender where to bake.

Step 5 – Bake Maps

Bake Base Color (Albedo)

In the Render tab (Cycles selected)

IMPORTANT:

Save the image afterward in Image Editor.

If it's not saved to disk it can be lost.

Repeat the process for Normal Map:

Repeat the process for Roughness (if needed)

Step 6 – Create a New Game-Ready Material

Create a clean Principled BSDF:

Remove all procedural nodes.

You now have a lightweight material that works in any engine.

In most cases don't apply location if your object is not an independent asset placed at world origin.

GLTF likes clean scale = 1, rotation = 0.

Game engines prefer clean transforms.

Correct Modifier / Boolean Order

For example when a window is applying a difference boolean on a wall for easy placement

Recommended Order:

Large sets of little objects

General Principles

Bottles / Jars Workflow for Real-Time Export

Two main bottle structures exist in the scene:

  1. Emissive potion bottles
  2. Non-emissive bottles/jars

Each type should be prepared differently for export.

1. Emissive Potion Bottles

Structure per bottle:

Recommended mesh structure:

Final object group:

Bottle_CorkGlass
Bottle_Liquid_Emissive

Reasons:

Material rules:

Important:

2. Non-Emissive Bottles / Jars

Structure per bottle:

Recommended mesh structure:

Final object:

Bottle_Static

Reasons:

These static bottles can then be merged with other decorative elements in the same spatial section, or kept separate and joined together as a “transparent” set.

Example:

Bookshelf_Accessories_01
Workbench_Accessories_01

Final Export Checklist

Before exporting to GLB: