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.
To export from KeyShot for client review, save a GLB: choose , 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
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.
Open the exporter
Choose . The exact label varies a little between versions; look for glTF in the Export submenu.
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.
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.
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.
Recommended settings
| Setting | Choose | Why |
|---|---|---|
| Format | GLB | One file with textures |
| Size | Check it matches the product | Measurements in MeshMarkup are in metres |
| Texture resolution | Moderate (about 2K textures) | Sharp enough for review, keeps the file lean |
| Include ambient occlusion | On | Adds depth in the browser viewer |
| Compress using Draco | On for large models | Smaller file; MeshMarkup reads Draco |
| Number of samples | Default; raise if textures look noisy | More 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
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.
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