Guide · Plan and model

Blender models and materials: prepare your 3D view

A furniture model or a custom texture helps explain an interior idea. The Graphics library stores models and materials used in projects. Prepare files carefully so you do not have to fix them every time you place them.

1. Prepare a single GLB file

In Blender, check metre units and apply the object scale. Remove unused objects and check surface directions and texture mapping. Export glTF 2.0 as a single GLB file with images included.

For the current model upload process, prepare the file without Draco or Meshopt compression. Check the preview before saving. If the size is wrong, correct source units rather than adjusting every placement.

2. Save the model and place it in the scene

Open 3D models in Graphics and add the file. The library is shared by people in your company who have permission to use it. Reuse the same asset across projects.

In the drawing, choose Presentation and open 3D models in the scene panel. Place the object and adjust its position, rotation and scale. Removing a placement from the scene keeps the library file.

3. Add a material at the correct pattern size

Add a PNG, JPG or WebP colour image for the material. Normal and roughness maps are optional. Set the actual repeat size: a 25 cm tile uses a 0.25 m tile scale. All images should represent the same pattern.

Apply the material to a wall, slab or roof surface. A texture changes appearance, not layer thickness, work quantities or prices. A furniture model also does not automatically become an estimate item or a building services point.

Check before the next step

  • Check your right to use the model and images.
  • Inspect size and appearance after placement.
  • Set building layers and prices separately from scene decoration.

Step-by-step exercise

Add a Blender model and a material to one interior

What you will do

Prepare your own GLB file, place it in the scene and apply a texture to a surface. Check scale and separate scene decoration from takeoff and pricing data.

Practice example

Place one furnishing model, such as a simple cabinet, and one wall material in the practice project. Use your own files or files licensed for your intended use.

Prepare before you start

  • A plan that includes Graphics, currently available in Pro, and “3D graphics: Changes” permission. Viewing alone does not allow adding assets.
  • A project with a floor and wall, drawing editing access and available library storage.
  • Blender, a model to export and a PNG, JPG or WebP material colour image. Models and textures must fit the limits shown when adding them.

In the print window, choose Save as PDF if your browser provides that option. Check the page preview before saving.

Follow these steps

  1. Check the model before export

    • In Blender, work in metres, check the actual furniture dimensions and apply object scale.
    • Remove unused objects. Check surfaces, texture mapping and your right to use the images.

    Expected result: The model size represents the real object and the file does not contain unnecessary objects from the whole scene.

    If you get stuck

    If the dimensions are unknown, do not guess after placement. Measure the object or check its documentation and correct the source model.

  2. Export one self-contained GLB

    • Export glTF 2.0 as GLB with images embedded in one file.
    • Do not enable Draco or Meshopt for this Kaldrix upload process. Inspect the exported file before adding it to the library.

    Expected result: You have a single .glb file that does not rely on a separate image folder.

    If you get stuck

    If you get a .gltf and several separate files, change the export format to GLB. Renaming the extension does not change the contents.

  3. Add the model to the library

    • Open Graphics → 3D models → Add model and choose the .glb file.
    • Check the preview and save. Use a recognisable name so you can find the asset for another project.

    Expected result: The model is available to authorised library users and can be reused in projects.

    If you get stuck

    If rejected, check format, embedded images, file limits and free space. For a missing menu entry, check your plan and permissions rather than putting the model in ordinary documents.

  4. Place the model on the correct floor

    • In Drawing, choose Presentation, open 3D models in the scene panel, select the asset and choose Insert.
    • Select the placement and adjust position and rotation. Check scale 1 against a known wall height or furnishing dimensions.

    Expected result: You see one realistically sized model on the selected floor.

    If you get stuck

    For a model many times too large or small, correct source units and scale. Scene scaling is for adjustments rather than hiding export errors.

  5. Save a material at its actual repeat size

    • In Graphics, choose Materials → Add material. Add the colour image; OpenGL Normal and Roughness maps are optional.
    • Name the material and set Tile scale (m). For a 25 cm real pattern repeat, enter 0.25. Save and wait for preparation.

    Expected result: The material is ready to use and its repeat size has a defined meaning in metres.

    If you get stuck

    If preparation fails, check image formats and sizes. All maps must represent the same pattern at the same scale; do not use an unrelated normal map.

  6. Apply the material and check what changed

    • In Presentation, select a wall and surface, then choose the library texture. Inspect the pattern size and model placement.
    • Wait for saving and reopen the scene. Compare quantities and the estimate: decoration does not automatically add building layers, material consumption or prices.

    Expected result: The appearance is saved in the project. You can identify model placements, textures, building layers and estimate items separately.

    If you get stuck

    If tiles should appear in a shopping list, define them in an estimate service breakdown. A tile image or furniture model is not a purchase order or a price.

Check your work

  • The model keeps the correct scale and position after reopening.
  • The texture repeat size is checked.
  • You know that a GLB file and a texture do not create takeoff quantities or prices on their own.

Common obstacles

The model looks right in Blender, but images are missing in Kaldrix.

Check that the exported GLB embeds its images. Inspect the finished file independently of its source folders and correct the export.

I cannot delete an asset from the library.

Check its project usage. A used model or material must first be removed from the places using it. Removing a single scene placement keeps the library file.

Applying the material did not change the wall price.

That is expected. A texture changes appearance; building layers, service components and prices are entered separately. Do not expect a product price from a surface colour or GLB model.

Next exercise: Model quantities and floor plan measurements: what to check →

Kaldrix

Try these steps with your own project.

Add a build or renovation and start with what you have: a plan, a scope of work or your documents.