Hi Unreal community,
I’m exploring ways to import and optimize FAB-style 3D models (e.g. models similar to those on Sketchfab / 3D repositories) into Unreal Engine for architecture / visualization projects. My goal is to use lightweight models that still look high quality in real-time renders.
Here are a few questions I’d love your feedback on:
What settings or formats tend to give the best balance of model detail vs performance when importing into Unreal?
Do you use LODs (Level of Detail) automatically for such models? If yes, which tool or workflow?
Have you tried converting Sketchfab download(s) to Unreal-ready assets — which file type (GLTF / FBX) and what optimizations (e.g. texture compression)?
Are there any plugins or scripts that help automate the import-optimize pipeline for 3D assets used in UE scenes?
This is a helpful topic—thanks for sharing. I’ve also experimented with FAB-style or Sketchfab-like 3D models inside Unreal Engine for architectural visualizations, and I found a few workflows and tips that might be useful:
I often convert GLTF files to optimized FBX and generate LODs (Levels of Detail) manually in Blender before importing into Unreal. It helps maintain texture quality while reducing poly count.
For large scene performance, I place models into clusters and stagger their occlusion / streaming settings — this reduces load times and improves real-time performance.
If you’re using materials with transparency (glass / glass frames), ensure to enable “2-sided” shading or double-sided UVs before export to avoid lighting issues when moving into UE.
When possible, use compute shaders or lightweight lighting for preview builds to test how these assets look in engine before pushing them into final build.