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How to export a GLB from KeyShot (for client review)

Export a GLB from KeyShot Pro with baked materials and a sensible texture size, so your client can review the model in their browser, or what to send instead.

4 min readUpdated 28 September 2026

To export from KeyShot for client review, save a GLB: choose FileExportGLB/glTF, set the texture resolution, tick Compress using Draco if the file is large, and export. KeyShot bakes your materials into textures, and MeshMarkup opens the GLB as it is. Exporting 3D files needs KeyShot Pro (called KeyShot Studio Pro from 2024); in other editions, send the original CAD or a STEP file instead.

Best format: GLB

KeyShot has exported glTF and GLB since KeyShot 10, alongside USDZ, FBX, OBJ, STL and 3MF. GLB is the best choice for MeshMarkup:

  • It keeps the KeyShot look. Materials are baked to image textures, so the model looks close to what you set up, not a plain grey mesh.
  • One file. Geometry and textures are packed together.
  • No conversion. MeshMarkup's viewer reads GLB natively, including Draco-compressed GLBs.

KeyShot also has an AR export that writes a .usdz and a .glb together. The .glb from that works in MeshMarkup too.

Export a GLB step by step

  1. Tidy the scene

    Hide parts in the Scene tree that the client shouldn't see, such as ground planes, backplates or duplicate configurations. Hidden parts aren't needed in the review file.

  2. Open the exporter

    Choose FileExportGLB/glTF. The exact label varies a little between versions; look for glTF in the Export submenu.

  3. Set the size and texture resolution

    Check Size so the model comes out at the right scale. Set the texture resolution: a moderate value keeps baked textures sharp without making the file huge.

  4. Choose the extra options

    Tick Include ambient occlusion for a little contact shading baked into the textures. Tick Compress using Draco to shrink the geometry. Leave Number of samples at its default unless baked textures look noisy.

  5. Export and check the size

    Save the file and look at its size. The Free plan has 50 MB of storage in total, and baked textures on a complex product can add up.

SettingChooseWhy
FormatGLBOne file with textures
SizeCheck it matches the productMeasurements in MeshMarkup are in metres
Texture resolutionModerate (about 2K textures)Sharp enough for review, keeps the file lean
Include ambient occlusionOnAdds depth in the browser viewer
Compress using DracoOn for large modelsSmaller file; MeshMarkup reads Draco
Number of samplesDefault; raise if textures look noisyMore samples take longer to bake

Units and scale

glTF is always in metres, and so are MeshMarkup's measurements. KeyShot imports from CAD in many different units, so check the Size fields in the export dialog before saving. After uploading, measure one dimension you know. If it's 10, 100 or 1,000 times off, adjust the size, re-export, and see wrong size or scale.

Textures and materials

KeyShot's materials are baked into glTF's physically based materials when you export. Most plastics, metals, paints and textured materials come through well. Some things don't translate fully:

  • Transparency and glass are limited. Clear glass, liquids and complex refraction may look flatter or more opaque than in KeyShot.
  • Lighting and environments aren't part of the file. MeshMarkup lights the model with its own presets, which you can change with the Lighting button in the viewer.
  • Very detailed labels and fine patterns need a higher texture resolution. Raise it only if the client needs to read them.

If you don't have KeyShot Pro

Only the Pro editions export 3D files. If you're on another edition:

  • Send the source CAD. Export a STEP from the CAD package the model came from. MeshMarkup converts STEP in your browser, keeps part names and colours, and gets the size right. See open a STEP file online.
  • Or use the source mesh. If the model came in as FBX, OBJ or GLB, upload that original file.

You lose the KeyShot materials either way, but the client can still review shape, fit and proportions.

Common problems

  • There's no Export option for 3D formats. Your edition isn't Pro. Send the source CAD or mesh instead (see above).
  • Glass or clear parts look solid. Transparency is limited in glTF export. Mention it to your client, or assign a simpler transparent material before exporting.
  • The file is too big. Lower the texture resolution, tick Compress using Draco, and hide parts that aren't needed. See reduce file size.
  • Baked textures look grainy. Raise Number of samples and export again.
  • The model is the wrong size. Check Size in the export dialog, then measure again after upload.

Upload and send it

  1. Upload the GLB

    Drop it on Models, or check it first in the free viewer at /viewer.

    A model open in the free viewer with wireframe on and stats underneath
    Check triangle count and materials before you send it
  2. Share it for review

    Open the model, check the lighting with the Lighting button, and click Share for review. The full walkthrough is in how to send a 3D model to a client for feedback.

How to export a GLB from KeyShot (for client review) — MeshMarkup Help