Model it. Check it. Export it to Unreal.
MSModel is a polygon modeler built for game art. Model, unwrap, set up collision and sockets, then export an FBX that arrives in Unreal Engine at the right size and orientation.
3
Export formats: FBX, glTF/GLB, OBJ
4
Generated collision shapes
100x
Metres to centimetres, applied for you
Unreal-ready export
Collision, LODs and sockets get the right names. Scale converts from metres to centimetres and the file leaves Z-up.
Pre-export check
Catch unapplied scale, missing UVs, inverted normals and non-manifold meshes before they reach the engine.
Native and fast
A GPU viewport with MSAA and edit overlays. Every action is a command, so undo, redo and the Adjust panel just work.

MSModel
Mesh editing
A mesh in the viewport with its wireframe and move gizmo, outliner and object properties on the right, and a material library along the bottom.
Everything in MSModel
Modeling
- Extrude faces, edges or individual faces
- Inset, bevel with segments and profile
- Loop cut, dissolve, merge and fill
- Subdivide with creases
- Mirror, separate and join objects
- Flip and recalculate normals
Selection
- Vertex, edge and face modes
- Grow, shrink and linked selection
- Loop and open-edge selection
- Box select
- Transform gizmo with snapping
- Constrain moves to X, Y or Z
Live tools
- Grab, rotate and scale from the keyboard
- Type exact values mid-operation
- Extrude, inset, bevel and loop cut with the mouse
- Adjust panel re-runs the last operator
- Undo and redo
UVs
- Angle-based smart unwrap with packing
- Box, planar, cylindrical and spherical projection
- Fit UVs to the tile
- Per-corner UVs and sharp edges
- Lightmap UV layer for Unreal
Unreal
- Mesh, LOD and socket roles on objects
- UCX_, UBX_, USP_ and UCP_ collision naming
- Generate box, convex hull, sphere or capsule collision
- Export names worked out for you
- Pre-export validation report
Files
- Save scenes as .msmodel
- Import OBJ and FBX
- Export FBX, glTF/GLB and OBJ
- Command-line export for batch jobs
Open MSModel and ship your first prop to Unreal.
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