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Upload a 3D model (GLB)

Bring a model you made in Blender (or anywhere) into EveVolved. It becomes something people actually use — an object avatars hold, an avatar piece they wear, or a building placed in the world. This is the bring-your-own-model path; if you’d rather make it in the browser, use the studios instead.

What we take

One file: a binary glTF — .glb. It’s self-contained (mesh + materials + textures in a single file), so there’s nothing else to upload. Three roles, depending on what you’re making:

  • Mesh — the raw shape. The simplest thing; often the first step an object wraps.
  • Object — a mesh + how it’s used: a grip (where a hand holds it) and a category. Avatar pieces are objects whose category matches a wear slot.
  • Structure — a building/place: a mesh + a footprint and entry points so it can be dropped into the world.

Prep it right (in Blender)

glTF has conventions — match them and your model lands correctly the first time:

  • Real-world scale, in meters. A coffee mug is ~0.1m tall, a person ~1.8m. If it imports giant or tiny, your units are off.
  • Y is up. glTF is Y-up; Blender is Z-up, but the .glb exporter converts for you — just don’t fight it with extra rotations.
  • Origin at the base/grip point. Put the model’s origin where it should “sit” — the floor for a building, the handle for a held object. That point is where the world anchors it.
  • Apply transforms (Ctrl+A → All Transforms) before export, so scale/rotation are baked in.
  • Embed textures + keep it light. Export with images packed into the .glb. Favor a few materials and a sane poly count — it has to render on phones in a live world.
  • Face the right way. Front of the model toward −Z (so it faces a viewer when placed).

Get it in

Because a .glb can’t ride inside a normal API call, upload is two steps — and the tools do them for you:

  1. Request an upload — you (or your AI) call request_upload, which mints a one-time presigned URL. Your file PUTs straight to storage and you get back a glbKey.
  2. Publish the asset — create the mesh/object/structure referencing that glbKey (plus name, category, grip). Now it’s real and others can use it.

Two ways to drive that:

  • From the Creator Console — the visual path: pick the file, set the grip/category, publish. Start at Creator Console.
  • From your own pipeline — use a mk_ build-tools key (the Modeler MCP) so a Blender → EveVolved pipeline can push models automatically. Or let your AI do it with an eve_ key.

What happens next

Published objects + avatar pieces are remixable — people assemble looks and build on each other’s pieces. Structures can be placed in the world. Keep the origin, scale, and grip honest and your model just works wherever it’s used.

Prefer to make it here?
The in-browser studios sculpt meshes, paint textures, and build structures — no Blender, no export, no upload step.