Hard-surface references, game-ready assets, and finished models from independent creators. OBJ, FBX, and STEP files ready for Plasticity's NURBS workflow and game engine export.
Plasticity is a NURBS-based CAD application built for 3D artists and game asset creators — combining the precision of surface CAD (like Rhino) with the intuitive feel of sculpting tools. Launched in 2023, it has become popular for hard-surface game assets: vehicles, weapons, sci-fi props, armor, and industrial machinery where clean topology and precise edges matter.
Unlike Fusion 360 or FreeCAD (which are engineering-focused), Plasticity is designed for artists creating game-ready content. It exports directly to OBJ, FBX, GLB, and STEP, making it easy to import into Unity, Unreal Engine, Godot, or any other 3D pipeline.
Import an OBJ mesh as background reference geometry. Use it to understand form and proportion while building clean NURBS surfaces on top — faster than sculpting volumes from scratch.
Combine Plasticity-made hero assets with purchased background props (furniture, crates, barrels) exported from Plasticity into the same scene. Saves time on secondary asset creation.
Download modular hard-surface kit parts as OBJ, import into Plasticity, and combine/extend them with your own NURBS geometry for faster environment asset creation.
Use a high-poly OBJ as the target for retopology. Build a game-ready low-poly mesh with clean NURBS topology in Plasticity, then bake normals for engine use.
| Format | Plasticity Import | Best Use Case |
|---|---|---|
| OBJ | ✅ Native import | Reference mesh, retopology target, finished asset assembly |
| FBX | ✅ Native import | Animated assets (if workflow supports animation), game-ready meshes |
| STEP | ✅ Native import | Parametric solid — editable NURBS geometry in Plasticity |
| GLB/GLTF | ✅ via import | PBR-material game assets, web preview |
| STL | ✅ via import | 3D print prep, mesh reference — no parametric data |
Inspect geometry quality, poly count, and topology in the browser before purchase. No surprises when you import into Plasticity.
No subscription. Every purchase is permanent — download your models any time, use commercially, keep indefinitely.
Every file download embeds an invisible watermark. If your purchased models are redistributed without authorization, the source is traceable.
Plasticity uses its own .plasticity native format, but imports and exports widely: it imports OBJ, FBX, STL, STEP, and IGES files. It exports OBJ (with options for creases and subd-friendly topology), FBX, GLB/GLTF, STL, and STEP. For taking 3D models purchased elsewhere into Plasticity as reference geometry or as a base mesh, OBJ is the most reliable import. STEP imports solid NURBS geometry natively into Plasticity's kernel, which is ideal if you want to edit parametric surfaces.
Yes. Plasticity supports importing reference mesh geometry (OBJ, FBX) that you can use as a volume reference while building clean NURBS surfaces over it. This is a common hard-surface workflow: import a rough mesh reference, use it as a sculpt target, and trace clean NURBS surfaces in Plasticity's CAD environment. The reference mesh is not part of your output — your exported NURBS model is built independently. Purchasing high-quality reference meshes (detailed vehicle bodies, machinery, props) saves the time of building initial rough volume from scratch.
Plasticity excels at hard-surface, industrial design, and product visualization — so models in those categories are most useful. Vehicle bodies, consumer electronics, weapons, armor, spacecraft, and machinery reference meshes are all valuable starting points. Plasticity's NURBS kernel handles smooth surfaces and precise edges well, so it's not ideal as a destination for organic mesh sculpts (use ZBrush or Blender for those). The output from Plasticity is typically a game-ready mesh exported as OBJ or FBX for Unity/Unreal/Godot.
Plasticity is increasingly popular for creating game-ready hard-surface assets — vehicles, guns, sci-fi props, armor, and industrial machinery. Its NURBS-based modeling gives cleaner surfaces and more predictable geometry than polygon-push methods in Blender or Maya for mechanical shapes. Many indie game studios and solo developers use Plasticity for concept/hero assets, then bake the high-poly to a low-poly mesh. The output OBJ or FBX files go directly into Unity, Unreal, or Godot without extra cleanup. Some creators then sell their Plasticity-made assets on Proofly.
All three tools (Plasticity, Fusion 360, Rhino) are surface/solid CAD tools, so STEP and IGES files import into all of them for parametric editing. The key difference is their audience: Fusion 360 is used heavily for mechanical engineering and CNC manufacturing; Rhino for product and industrial design; Plasticity is positioned as an affordable, artist-friendly CAD tool for game asset creation. Models sold as STEP files on Proofly will import into all three. OBJ and FBX files (mesh-only) import as reference geometry in all three but cannot be parametrically edited.
Yes. Plasticity exports to OBJ, FBX, GLB, STL, and STEP — all accepted on Proofly. For maximum sales, package multiple formats: OBJ for 3D artists, FBX for game engine users (Unity/Unreal with animations), GLB for web preview, and STL for 3D printing. Proofly takes 0% commission — buyers pay a flat $1 platform fee, and you keep 100%. Every download is invisibly watermarked with HiddenMark, so you can trace unauthorized redistribution of your Plasticity-created models.
Inspect hard-surface models and design references in the 3D viewer before buying. OBJ, FBX, STEP — one payment, use forever.