Before you start
Use Blender as the inspection and authoring bridge between generated geometry and a web, game, rendering, or fabrication target.
Prerequisites
- Blender with glTF 2.0 import/export
- A generated GLB
- A defined target such as web, game, or print
Step by step
Archive the source
Keep the original GLB untouched and import a working copy into a clean Blender scene.
Audit transforms and geometry
Check dimensions, scale, orientation, normals, disconnected shells, boundaries, and the back side of the asset.
Audit materials
Trace base color, metallic, roughness, normal, and alpha connections. View them under a neutral environment.
Optimize for one target
Duplicate the source mesh, then choose decimation, remeshing, retopology, UV work, or baking based on the destination rather than applying every operation.
Round-trip the export
Open the exported GLB in an independent viewer and compare appearance, counts, bounds, and file size.
Known trade-offs
- Applying transforms and modifiers can be destructive; work on duplicates
- Alpha stored in a texture may need explicit material mode setup
- Decimation is not a substitute for deformation-ready retopology