Photo to 3D Model in Blender: Import, Clean Up, Export
You turned a photo into a 3D model and want to work with it in Blender: render it, edit it, use it in an animation or get it ready for a game. This guide covers importing it with its colours, fixing orientation and size, lowering the polygon count, and exporting it again.
Try it with your own photo
Free preview, no account. Pay €1 only for the model you keep: OBJ, STL and GLB in one download.
Or open an example model
The short version
- Unzip your OBJify download.
- In Blender: File → Import → glTF 2.0 (.glb/.gltf) and pick
model.glb. - Switch the viewport to Material Preview to see the texture.
- Optional: add a Decimate modifier to lower the polygon count.
- Export with File → Export to FBX, glTF or STL.
What's in the download
One OBJify download is a ZIP with the same model in three formats:
| File in the ZIP | What it is | Use it for |
|---|---|---|
model.glb |
Mesh, colour texture and material in one file. Y-up, about 1 m on its longest side. | Blender, Unreal, Unity (with glTFast), websites, AR |
model.obj + material.mtl + texture image |
Textured mesh, about 1 unit on its longest side, stored Z-up. Keep the three files in the same folder. | Unity, Maya, Cinema 4D, any 3D tool |
model_3dprint_150mm.stl |
Watertight solid, no colour, in millimetres: 150 mm on its longest side, standing on Z = 0. | Slicers, Fusion 360, FreeCAD |
Models are around 55,000–60,000 triangles with a single colour texture (no normal or roughness maps). Files are deleted from our servers after an hour, so keep the ZIP.
1. Import the GLB (recommended)
- Open Blender and delete the default cube (select it, press X).
- Go to File → Import → glTF 2.0 (.glb/.gltf) and choose
model.glb. - The model arrives upright, about 1 m tall on its longest side, with its material already set up.
Blender starts in Solid view, which shows everything grey. Click the Material Preview button in the top-right corner of the viewport, or press Z and choose it from the menu, to see the colours.
Importing the OBJ instead
Use the OBJ if another tool in your pipeline expects it. Keep model.obj, material.mtl and the texture image together in one folder, then use File → Import → Wavefront (.obj).
The OBJ is stored with Z as its up axis, while Blender's OBJ importer expects Y-up by default. If the model lands lying on its back, import it again with Up Axis set to Z in the import options on the right, or simply rotate it 90° on X (R X 90).
2. Set the real size and a clean origin
A single photo doesn't say how big the object really is, so the model comes in at a standard size of about 1 m. If you need real dimensions, for a product render, an AR file or a game prop:
- Press N to open the side panel and type the real height into Dimensions (keep the proportions by scaling with S instead if you prefer).
- Apply the scale with Ctrl+A → Scale, so exports and modifiers see the new size.
- Use Object → Set Origin → Origin to Geometry, then move the model so it stands on the grid.
3. Lower the polygon count
Each model has around 55,000–60,000 triangles. That's comfortable for renders, but heavy if you want dozens of them in a game scene.
- With the model selected, open the Modifier properties (the blue wrench).
- Add Modifier → Generate → Decimate.
- Lower the Ratio: 0.5 halves the triangles. Watch the face count in the status bar and stop when the silhouette starts to suffer. Small background props often look fine at 0.1–0.2.
- Click the modifier's dropdown and choose Apply when you're happy.
Decimate keeps the UV map, so the texture still fits. For a smoother look, right-click and choose Shade Smooth (or Shade Auto Smooth to keep sharp edges crisp).
Sculpting, remeshing and re-texturing
- Sculpting: the mesh is generated, so its triangles are uneven. A Remesh modifier (Voxel mode) gives clean, even geometry that sculpts well, but it throws away the UV map, so the colour texture no longer fits. Work on a duplicate.
- Fixing the back: the back of the object was never in the photo, so it is the model's best guess. Sculpt or texture-paint it if it matters for your shot.
- Better materials: the download has a colour texture only. Add roughness, metal or a normal map in the Shader Editor if you need a more physical look.
4. Export
- For games: File → Export → FBX or glTF 2.0. glTF keeps the texture inside the file. See the Unity and Unreal Engine guides for the engine side.
- For the web and AR: export glTF 2.0 as a
.glbafter setting the real size. See putting a 3D model on your website. - For 3D printing: the included
model_3dprint_150mm.stlis usually the better starting point, because it is already watertight. If you do print from Blender, remember that slicers read 1 Blender unit as 1 mm: a 1 m model exports as a 1 mm print, so scale it to its size in millimetres before File → Export → STL. More in the image to STL guide.
Frequently asked questions
Should I import the GLB or the OBJ into Blender?+
Use the GLB. It is a single file with the texture built in, it is stored Y-up in metres as the glTF standard requires, and Blender imports it standing upright at about 1 m tall with the colours already connected. The OBJ works too, but it needs its MTL and texture next to it and may need its Up axis changed on import.
Why is my model white or grey in Blender?+
Blender shows flat grey in the default Solid view. Switch the viewport to Material Preview to see the texture. If it is still white after importing the OBJ, the material.mtl or texture image was not in the same folder as model.obj.
How many polygons does the model have?+
Around 55,000 to 60,000 triangles. That is fine for renders and single props. For games or many copies, add a Decimate modifier and lower the ratio until the shape starts to suffer.
Can I sculpt or remesh the model?+
Yes. A voxel remesh gives clean, even geometry that is good for sculpting, but it removes the UV map, so the colour texture no longer fits. Remesh a copy if you want to keep the textured version.
How do I export from Blender for 3D printing?+
Start from the included STL if you can: it is already watertight and 150 mm. If you edit the textured model instead, scale it so 1 Blender unit equals 1 mm of print, then use File, Export, STL.
Try it with your own photo
Free preview, no account. Pay €1 only for the model you keep: OBJ, STL and GLB in one download.
Or open an example model