Skip to main content

How to export blender geometry to Source 2.

This guide explains how to to export blender geometry to Source 2 in 1:1 scale.


info

We will use .fbx files for the tutorial. It is highly recomended to avoid .obj files, becouse there are many missing features or lack of standarization. For more information see the dropdown table.

Comparison .fbx vs .obj formats
Feature.OBJ.FBX
Unit Scale MetadataNone — units are raw numbersYes — stores real-world unit scale (cm, m, inch)
Coordinate System (Y-up/Z-up)Not stored — importer guessesExplicitly stored in metadata
Transform / Pivot / HierarchyLost — everything baked into world spaceFully preserved (object transforms, pivots, hierarchy)
Smoothing Groups / NormalsBasic support — often recalculatedAccurate per-vertex normals and tangents
Animation SupportNoneFull support (skeletons, keyframes, cameras, lights, etc.)
Reliability Across SoftwareProne to scaling/orientation issues (inconsistent between tools)Consistent and predictable results

It is highly recommended to set your scene units to None. When exporting meshes to advanced formats such as .fbx, .glb, or .gltf, these file types often include metadata containing the scene’s unit scale. Different software handle this differently — for example, Maya uses the metric system by default, while Adobe Substance 3D Designer defaults to the imperial system.

To avoid scaling inconsistencies when re-exporting your models later for Source 2 or other engines, it’s best to set your scene units to None. This ensures a consistent, unitless scale across all tools in your personal or team pipeline.


Exporting the blender scene

  1. Set the blender units to None

base __x

  1. Export your blender scene in .fbx

base __y

  1. Enter the fbx export panel and set the export scale to 0.01

base ___y

Now your mesh will be ready to use in the Source 2 workflow. You can import yout mesh into Modeldoc or Hammer.


Results

base ___y

base ___y