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Convert GLB / glTF to YDR for FiveM

GLB is the format most model sites and AI generators hand you. FiveM wants a YDR with its textures, collision and an archetype. Here is what the conversion has to get right, and how to do it in one upload.

What a GLB has and a YDR needs

A GLB bundles the mesh, its UVs, its materials and (usually) the textures in one file, with Y pointing up and no fixed unit. A FiveM prop needs:

  • a YDR drawable with GTA shaders (diffuse, normal and specular samplers) and Z up;
  • textures in DDS form, embedded in the YDR or in a separate YTD;
  • a collision bound so players do not walk through it;
  • a YTYP archetype with the bounds, draw distance and physics dictionary;
  • a manifest that loads the archetype.

The conversion has to rotate the model into GTA’s axes, bake the scale, map each glTF material onto a GTA shader and convert every texture without flipping it.

Common GLB pitfalls

  • Upside-down or mirrored textures. glTF stores texture coordinates top-down; a converter that does not account for it flips every texture.
  • Pink or untextured parts. Materials with only a colour factor and no image have nothing to put in the diffuse slot. They need a generated solid texture.
  • Metallic-roughness packed into one image. glTF packs metalness and roughness into channels of one texture. GTA’s specular map expects something else, so it has to be converted, not copied.
  • Millions of triangles. AI generators and scans often produce far more geometry than a prop needs. Reduce it before streaming.

Convert in one upload

  1. Open the Prop Creator and upload the .glb (or a ZIP with a .gltf and its textures).
  2. Check the preview: set the real size, rotate it upright and reduce the triangle count if it is heavy.
  3. Choose the collision (box for simple shapes, mesh for complex ones) and its material.
  4. Export, put the folder in resources and ensure it. Spawn it with the included test command.

Frequently asked

Do I need Blender or Sollumz?

No. The conversion runs on our servers with Blender and Sollumz; you upload the file and download the resource.

Are the textures kept?

Yes. Base colour, normal and roughness maps from the GLB are converted to GTA textures and embedded in the YDR. Materials that only have a colour and no image get a matching solid texture, so nothing turns pink in game.

What about FBX and OBJ?

The same tool takes FBX, OBJ and DAE, or a ZIP with the model and its textures.

My model is huge or tiny in game. Why?

GLB has no fixed unit and many models are in centimetres. Set the real size in the editor before exporting; the preview shows the model next to a ped for scale.

Try it free

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