MOBILE MODEL IMPORTERHORIZON WORLDS

LevelRiftLabs • Import • Repack • Preview • Export
BUILD • INNOVATE • INSPIRE
1. Import AssetLocal only
Drop model + textures hereGLB, glTF, ASCII FBX, PNG, JPG, JPEG, WEBP, ZIP
Package name
0Models
0Textures
0Issues
Meta import matching uses the Horizon-tagged FBX material name plus matching PNG base. Example: "Wood_BR" ↔ "Wood_BR.png"; "Wood_Unlit" ↔ "Wood_B.png"; "Wood_Transparent" ↔ "Wood_BR.png" + "Wood_MESA.png".
Actions
Texture export uses the proven MetaModel Repack naming path. Separate Source Objects keeps separate model parts as separate FBX objects and can break disconnected mesh islands apart so Meta does not import the whole pack as one unbreakable group. PBR now exports the FBX material itself as Wood_BR so it directly matches Wood_BR.png for Meta import matching.
Model PreviewGLB / glTF • Live Materials
SELECTNo part selectedNot analyzed
0.6%
No preview yetImport a GLB or glTF model.
Drag to orbit • Pinch / wheel to zoom0 verts
Undo Material Grouping rebuilds objects from material-batched meshes using anchor geometry, overlap, containment, and contact. Lower strictness keeps assets more separate; raise it only when pieces of the same asset are not reconnecting.

Horizon Preview reacts live to material mode changes and approximates Horizon-style lighting: Unlit bypasses lighting, Blend/Transparent uses alpha, Masked uses a 0.5 cutout, Metal boosts reflections, MEO can drive metal/emissive/AO, and MESA can drive metal/emissive/specular/alpha.
MaterialsNo files loaded
Import a model and its textures to begin.