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FIVEMRIDES · PRACTICAL GUIDE · UPDATED OCTOBER 5, 2026

How to create FiveM props
from GLB, FBX and OBJ

To create a custom FiveM prop, upload one compatible static 3D model, convert it to a YDR with a YTYP and resource manifest, then install the exported ZIP on your server. Follow the GLB, binary FBX or OBJ workflow below, including textures, collision and the in-game spawn command.

Open Prop Creator

Quick start: your first prop

  1. Sign in to your FiveMRides account and open Prop Creator.
  2. Upload a self-contained GLB, or a ZIP or RAR with one main model and its textures.
  3. Give the resource a unique name such as fmr_coffee_table. Set its height in meters.
  4. Choose Box, Mesh or None for collision. Confirm your rights to use the asset.
  5. Click Upload & get export price. Review the price, then confirm the export.
  6. Wait for the verified result. Inspect the 3D preview and any material warnings, then download the ZIP.
  7. Install it on a test server and use /fmr_coffee_table_menu to create and position the prop.

The first successful export is free per account. Later exports cost 1 credit. An export that fails conversion does not consume the free export or a credit.

Prepare your model and textures

GLB is the easiest starting point because it can contain the geometry and textures in one file. Export a static model from your 3D editor, apply unsupported modifiers and include the textures. Keep a copy of the original.

InputHow to prepare it
GLBUpload directly when its textures and buffers are embedded.
glTFZIP the .gltf, referenced .bin files and textures using their original relative paths.
OBJZIP the .obj, its .mtl material library and referenced textures.
FBXUse binary FBX. Include external textures in a ZIP or RAR. ASCII FBX must be re-exported.
DAE, STL, PLY, OFFUse static geometry. Include dependencies where needed. Formats without supported textures receive a neutral material.
USD, USDA, USDC, USDZKeep the main scene and its required local layers and textures together. External references are not fetched.

A ZIP or RAR folder example

coffee-table.zip
  coffee-table.obj
  coffee-table.mtl
  textures/
    wood.png
    normal.png

This ZIP contains one main scene. A ZIP with independent table.obj and chair.fbx files is rejected. Several meshes within the same scene become one exported prop, not a separate selectable model for each mesh.

ZIP and single-volume RAR archives are supported. Include one main scene and its dependencies. Password-protected, split or incomplete archives are rejected. Both formats use the same upload and expanded-size limits.

Current limits

  • 80 MiB maximum upload; 256 MiB expanded archive; up to 2,048 archive entries.
  • Up to 128 meshes, 150,000 source triangles and 32 materials.
  • Mesh collision: up to 20,000 triangles.
  • Static assets only. Animations, skeletons and morph targets are not supported.
  • Source textures must fit the supported image and dimension rules, including powers of two up to 4096 pixels. Resize or bake unsupported textures before import.

A supported extension does not guarantee that every feature from every exporter is supported. Review the error message if the source contains unsupported materials or references.

GLB, FBX or OBJ to YDR: choose your workflow

Changing a file extension to .ydr does not convert a model. Prop Creator converts the supported geometry and materials, creates the YTYP registration and packages the files into a FiveM resource. You use the browser interface; the conversion runs on FiveMRides servers. You do not need a local Blender or CodeWalker installation for this workflow.

Convert GLB or glTF to YDR

  1. Export a static GLB with its buffers and images embedded. If you have a .gltf with separate .bin and image files, put all dependencies in one ZIP or single-volume RAR.
  2. Upload it to the FiveM prop converter. A self-contained GLB can be previewed before conversion.
  3. Set the height in meters and choose collision. If a material needs metal/roughness approximation, review that option under Advanced options before accepting it.
  4. Confirm the displayed price, download the completed resource and test it in FiveM. Embedded animations, skeletons and unsupported material extensions require a different workflow.

Convert binary FBX to a FiveM prop

Use binary FBX for a static object such as a sign, crate or piece of furniture. ASCII FBX is rejected. Include any external images in the archive using the paths expected by the model. A vehicle, ped or skinned garment needs more than static prop conversion and is not supported by this tool.

After export, inspect the converted 3D preview and test the dimensions, orientation and materials in game. FBX files from different editors can contain unsupported features; the error message identifies what must be changed before retrying.

Convert OBJ to YDR without losing texture references

An OBJ can reference an MTL material library, which in turn references image files. Include all of them in your ZIP or RAR, as shown in the folder example above. Keep the original filenames and relative paths. Uploading only the OBJ cannot recover images that were left on your computer.

Keep one primary scene in the archive. Alternative FBX/OBJ exports of the same model count as separate input scenes, so remove the unused versions before uploading. Several meshes inside that one scene are exported as one prop.

Choose the export settings

Name, size and rotation

Use fmr_ followed by 1–35 lowercase letters, numbers or underscores. Make the name unique among your server resources and streamed models. Height is the target model height in meters, from 0.05 to 20. Rotation changes its orientation around the vertical axis.

Collision

  • Box: a simple solid box around the model. Good for simple solid objects; visible openings remain blocked.
  • Mesh: collision follows the geometry within the triangle budget. Test the surface from several sides in game. Transparent pixels do not cut holes in collision.
  • None: decorative objects without collision. Players can pass through them; the menu disables physics.

Textures, materials and distance models

Expand Advanced options in the tool to access texture size, LODs and material approximation. Choose a texture cap of 256, 512, 1024 or 2048 pixels. Start at 1024 and inspect the result at its intended viewing distance. Optional LODs simplify the geometry at distance; check their transitions in FiveM.

Supported materials include base color, UV0 normal maps, cutout and alpha transparency within the importer’s limits. Metal/roughness and separate occlusion may need approximation. Select Allow simplified materials only if you accept that trade-off. Emission, refraction, clearcoat, unsupported UV transformations and other unsupported features must be baked, simplified or removed before conversion.

The browser preview is a derived GLB preview of the converted geometry and supported materials. It does not simulate GTA lighting, collision or physics and is not a direct rendering of the YDR.

Understand the price before you export

Your first successful export is free once per FiveMRides account. Each later new export costs 1 shared credit. An Optimizer subscription does not automatically include Prop Creator exports. The confirmation button shows the quoted price before the conversion starts.

Credits or the free allowance are recorded only after the output has passed validation and the verified files have reached the website. Failed conversions do not consume either. Downloading the same available result again is free; a new conversion with changed settings is a new export.

If another conversion uses your free allowance first, the saved result will ask you to confirm the updated price. If you need credits after the result is ready, add them through your credits page, then recover the saved export. Do not repeatedly submit new uploads after a lost connection.

Install the exported ZIP on your FiveM server

  1. Download and extract the ZIP. Keep its resource folder intact.
  2. Copy that folder into your server’s resources directory, for example resources/[props]/fmr_coffee_table.
  3. In the server console, run the commands below. If the server is stopped, start it normally first.
refresh
ensure fmr_coffee_table

For future server starts, add ensure fmr_coffee_table to your server configuration. Keep the same folder name as the exported resource name. The ZIP includes its manifest, YDR and YTYP files, embedded textures, model configuration, catalog script and menu assets.

No ESX, QBCore or separate menu library is required. Keep all included files, including ui/logo.png and the catalog server script. Do not overwrite a live resource while players are using it; plan updates on your test server first.

The exported prop must still be tested for appearance, dimensions, collisions, physics and distance transitions. File validation cannot certify every in-game behavior.

Use several models in one resource

The menu can discover registered prop models from .ydr filenames in its own resource’s stream directory. To assemble a pack, keep every model’s unique name, YTYP registration, textures and license notices. The converter currently processes one main scene per conversion; assembling a multi-model resource is a separate step.

Models with different archetype names or YDD entries can be listed explicitly in FMR_PROP_CONFIG.models. For automatically detected models, modelOptions can provide labels and verified collision settings. Unknown collision leaves physics disabled. Set hasCollision = true only after checking collision and dynamic archetype support. The menu does not generate missing YTYPs or repair arbitrary props.

FiveM prop not showing, missing textures or no collision?

“The ZIP must contain one main 3D scene”
Remove alternative exports and independent models from the ZIP or RAR. Keep one main scene and its required dependencies.
Missing textures or external dependencies
Include the .mtl, .bin and image files referenced by the model. Preserve relative paths; references outside the ZIP are refused.
Material approximation needs acceptance
Review the trade-off, then create a new export with simplified materials enabled, or bake the source material into a supported appearance.
No collision or disabled physics
Check whether you exported with None. For a manually added model, verify its collision and dynamic configuration rather than forcing the button on.
Prop does not appear
Check that the resource is started, its name matches, and the YTYP is registered by the manifest. Read the resource’s README and check F8/server logs for load errors.
Menu controls are disabled
Spawn a prop and choose it in Selected object. Controls require an existing selected object. Refresh the resource’s complete files when installing a newer export.
The connection dropped during conversion
Use Check saved export. The queue keeps the task; the browser should recover its status instead of creating repeated builds.
The download expired
Sessions last two hours after their latest workflow update. Save the result promptly. Private files become eligible for hourly cleanup after 24 hours.

Licenses and model ownership

Only convert models you own or are licensed to modify and use. Conversion does not remove an asset’s license or create redistribution rights. Keep required source credits in your distributed resource. Direct Sketchfab account imports are not included in this release; upload an authorized local download in a supported format.

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