How Do I Use AI 3D Models in Unity or Unreal Engine?
AI-generated models work perfectly in game engines. Here's the complete workflow for Unity and Unreal.

Unity Workflow
Step 1: Download model as FBX. Unity handles FBX natively with full material support. Download your AI-generated model in FBX format.
Generate game assets with AI, then import to Unity or Unreal
Step 2: Import to Unity. Drag and drop the FBX file into your Unity project's Assets folder. Unity automatically imports it. You'll see the model appear in your Project panel.
Step 3: Check import settings. Click the FBX file in Project panel. In Inspector, check: Scale Factor (usually 1), Generate Colliders (enable if needed), Generate Lightmap UVs (enable for static objects), Normals/Tangents (Import or Calculate).
Step 4: Materials setup. Unity imports materials but might need adjustment. The model appears in scene with pink/magenta (missing material indicator) or with materials applied. If materials are wrong, you'll reassign them.
For Standard pipeline: Materials should work automatically if textures are in same folder. For URP/HDRP: You might need to upgrade materials (Edit → Render Pipeline → Upgrade Materials).
Step 5: Place in scene. Drag model from Project panel into Scene or Hierarchy. Position, rotate, scale as needed (Transform tools).
Step 6: Add collision. Select object. Add Component → Physics → Mesh Collider. For simple shapes, use Box/Sphere/Capsule Collider (better performance). For complex shapes, use Mesh Collider with Convex enabled if it needs physics.
Step 7: Optimize. Check poly count (Inspector shows triangles/vertices). If too high, use Blender to decimate before importing, or use Unity's LOD system (see below).
Unreal Engine Workflow
Step 1: Download model as FBX. Unreal also uses FBX natively. Download your AI model in FBX format.
Step 2: Import to Unreal. In Content Browser, click Import. Navigate to your FBX file, select it. Import dialog appears with options.
Step 3: Import settings. Mesh tab: Import as Static Mesh (or Skeletal Mesh if rigged). Auto Generate Collision - enable if needed. Import Materials - yes. Import Textures - yes. Apply settings, click Import.
Step 4: Check imported assets. Unreal creates Static Mesh asset plus materials and textures. Double-click mesh to open editor and inspect. Check UV channels, normals, etc.
Step 5: Material setup. Unreal imports materials but you often need adjustments. Double-click material asset. Connect texture maps correctly if they're not. Set material properties (Metallic, Roughness, etc.) to match your needs.
For better quality: Convert materials to PBR workflow (Metallic/Roughness setup). Most AI models come with textures that work well with PBR.
Step 6: Place in level. Drag mesh from Content Browser into viewport. Use transformation tools (W for move, E for rotate, R for scale) to position.
Step 7: Collision and physics. If auto-generate collision didn't work well, open Static Mesh editor → Collision → Generate collision with different settings, or create custom collision meshes.
Material Issues and Fixes
Unity - textures aren't applied: Check that texture files are in Assets folder alongside FBX. Or manually assign: Select model → Materials tab in Inspector → click circles to assign materials/textures.
Unity - materials look flat/wrong: Change Smoothness value in material. Enable Normal Map if model has one. Adjust Metallic property (1 for metal objects, 0 for non-metal).
Unreal - materials too shiny/not shiny enough: Open material, adjust Roughness input. Lower = shinier. Or adjust texture if roughness is texture-based.
Unreal - missing textures: Textures should import automatically. If not, manually create Material, add Texture Sample nodes, connect to appropriate inputs (Base Color, Normal, Roughness, etc.).
Performance Optimization
Unity LOD (Level of Detail) system:
1. Select model GameObject
2. Add Component → LOD Group
3. Create lower-poly versions of your model in Blender (decimate to 50%, 25%, 10%)
4. Import these versions to Unity
5. Assign to LOD 0, LOD 1, LOD 2, etc. in LOD Group component
6. Set screen percentages for transitions
Benefit: High detail when camera is close, low poly when far away. Huge performance gain for scenes with many objects.
Unreal LOD system:
1. Open Static Mesh editor
2. Go to LOD Settings
3. Auto-generate LODs (Unreal can create these automatically)
4. Or import custom LODs: Import LOD, select lower-poly FBX files
5. Set Screen Size thresholds
Unreal's auto LOD generation is pretty good. Try that first before manual LOD creation.
Texture optimization: AI models might have 2K or 4K textures. For mobile or many objects, reduce to 1024x1024 or 512x512. In Unity: Select texture → Max Size in Inspector. In Unreal: Texture editor → Compression settings and max size.
Batching/instancing: If using same model many times (trees, rocks, props), both engines automatically batch/instance them for better performance. Just use the same prefab/blueprint instance.
Collision Configuration
Unity collision types:
• Box Collider: Fast, for box-shaped objects
• Sphere Collider: Fast, for round objects
• Capsule Collider: Fast, for cylindrical objects
• Mesh Collider: Precise but slower. Use sparingly. Convex option for physics objects (required for non-static physics)
Best practice: Use primitive colliders (Box/Sphere/Capsule) whenever they're close enough to object shape. Only use Mesh Collider for complex static objects.
Unreal collision types:
• Simple Collision: Auto-generated boxes, spheres, capsules
• Complex Collision: Per-triangle collision (expensive)
• Hybrid: Simple for physics, Complex for line traces
Static Mesh editor → Collision menu → Generate different collision types. Test to find good balance between accuracy and performance.
Lighting and Shadows
Unity static objects: Objects that don't move should be marked Static (checkbox in Inspector). This enables baked lighting (much better performance). Generate Lightmap UVs in import settings if using baked lighting.
Unity dynamic objects: Objects that move use real-time lighting. Cast Shadows and Receive Shadows settings on Mesh Renderer component.
Unreal static objects: Set Mobility to Static. Build lighting to bake lightmaps. Unreal's Lightmass system generates high-quality baked lighting.
Unreal dynamic objects: Mobility set to Movable. Uses dynamic lighting. More expensive but necessary for moving objects.
Common Workflow Issues
Model imports way too large/small: Check FBX export scale in Blender. Unity/Unreal expect centimeters or meters. In import settings, adjust Scale Factor. Standard: 1 Blender unit = 1 meter in engines.
Model is rotated wrong axis: In Blender, rotate model before export, or adjust rotation on export (FBX export has Forward/Up axis settings). Or just rotate in engine after import (usually easier).
Textures look blurry: Check texture import size isn't too low. In Unity: Max Size setting. In Unreal: Never Stream option for important textures, or increase texture pool size.
Normals look inverted (inside-out): In Blender before export: Edit Mode → Select All → Mesh → Normals → Recalculate Outside. Reimport to engine.
Model causes performance issues: Too many polygons. Decimate in Blender, or use LOD system in engine. Target: 5k-20k polys for props, up to 50k for hero objects.
Batch Importing Multiple Models
If you generated 50 AI models for your game, importing them all efficiently:
Unity: Place all FBX files in Assets folder at once (can drag entire folder). Unity imports all automatically. Then organize into subfolders. Select multiple → Apply same import settings to all.
Unreal: Content Browser → Import. Select multiple FBX files at once. Same import settings apply to all. Unreal processes them in batch.
Both engines handle bulk imports well. Good workflow: Generate all AI models, export all as FBX, import all at once, then iterate on specific ones that need adjustment.
Mobile Considerations
For mobile games, stricter optimization needed:
• Lower poly counts (2k-10k per model max)
• Smaller textures (512x512 or 1024x1024)
• Simple materials (fewer texture samples)
• Efficient collision (primitive colliders only)
• LOD system is critical
AI models work great on mobile with proper optimization. The initial generation might be too detailed, but decimation and texture reduction handle this.
Real Game Dev Examples
Indie developer used AI for all 120 environment assets in their puzzle game. Import workflow: Generated all models, exported FBX from Blender with consistent scale, batch imported to Unity, applied LODs to 30 most-used assets. Total import/setup time: 2 days for 120 assets. Game runs smoothly on mid-range PCs.
Mobile game studio generated vehicle models with AI. Imported to Unity, heavily decimated (5k polys per vehicle), 512x512 textures. Box colliders for physics. Game runs 60fps on iPhone 12. Quality sufficient for mobile racing game.
Unreal-based visualization project: Architectural assets from AI. Imported to Unreal, set all as Static, baked high-quality lighting. Beautiful real-time walkthrough for client presentations. Unreal's material system made AI textures look photorealistic.
Many developers use platforms like 3DAI Studio to generate game assets, downloading them in FBX format optimized for Unity and Unreal workflows, then following these import procedures for efficient integration.
Tim's Take
Real experience
"Importing is usually fine, but sometimes the scale comes in wildly wrong (like 100x too big). Easy fix in import settngs, but annoyance nonetheless. Once scaled, the materials usually work straight away in URP/HDRP."
Tim Karlowitz
Developer & Creative @ Karlowitz Studios
Tim is a creative technologist and developer at Karlowitz Studios in Germany. He specializes in interactive 3D web experiences and automated content pipelines, bringing a rigorous engineering perspective to AI tool evaluation.