A queryable archive of 3D assets extracted from games.
Materials wired. Textures packed. Skeletons, animations.
No account. No paywall. No hunting through forums.
What a file contains
library .blendNot a save file
Each file is a library blend-file rather than someone's save file. It can be linked or appended to an existing workspace, or opened directly. Textures are packed inside the.blend itself, so there is no
File → External Data → Find Missing Files ritual and no pink
missing-texture hell.
Materials configured, ready to go
Every material arrives as a wired-up Principled BSDF — base color, normal, roughness, metallic, alpha, emission, all plugged into the right sockets. Channel packing, normal map handedness and colorspace already worked out.Broad coverage
The library is aimed at people building something — a scene, a level, a shot — so it covers the whole spread of realistic models: character outfits, weapons, vehicles, interior props, furniture, industrial clutter, small set dressing. Everything UV unwrapped and PBR textured to the same standard.Browser to engine
step 01 / 03Open, don't assemble
Double-click. Materials are already wired, textures already packed. No import dialog, no relinking, no guessing which map is which.
Simplify & export
The Material Simplifier addon flattens the graph to a single baked-friendly BSDF, then one-clicks out to glTF 2.0 and others.
Drop it in
Straight into a 3D engine or metaverse platform. Materials already set up.
What's in the archive
live counts| # | Title | Sets | Models |
|---|
Database Statistics
| # | Title | Sets | Models |
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Help
WIP
A series of articles are planned.
About free3d.xyz
A queryable database of 3D models extracted from AAA games, aimed at modders and hobbyists who want high-quality art for their projects.
Contact:
BLEND as a transmission format
A .blend is not necessarily a save file. The files here are library blend-files — minimal containers built for transmission, holding only:
- Meshes
- Armatures (skeletons)
- Actions (animations)
- Images (textures, packed)
- Materials — an approximation of the original shader graph
- Text — collected material parameters in TOML, for reference
- A preview scene
Humanoid characters
Given the oversaturation of humanoid characters and animation (Daz 3D, Reallusion, MetaHuman), this archive does not attempt to preserve humanoid bodies or their animations. It preserves outfits instead.
Animations
If a particular animation makes the skeletal mesh collapse into a pile, it is an additive animation — a delta intended to be layered over a base pose.
Legal
Assets are for study and personal use.
Credits
| UE extraction | CUE4Parse, UModel |
| UE SDK dump | Dumper-7 |
| UE games AES keys | cs.rin.ru megathread |
| Fuzzy search | Fuse.js |
Tools
Flattens an imported material graph down to a single export-friendly Principled BSDF, export directly to glTF 2.0.