# export from substance modeler
Modeler is pretty good for building sculpts of organic elements. Rarely do the sculpts stay in Modeler. Instead the sculpts are moved to other software for painting or rendering or other processing. It is important to know how to migrate your work out of Modeler to get quality assets.
## export
When ready to export your model, use the pull-down menus for **File > Export**.
By default, you will be exporting your entire scene. You can also Select individual objects/layers first and then choose **File > Export**.
## export options
![[Pasted image 20231011130120.png]]
There are a number of options that affect your output. Here are a few of the important choices…
### output
**Format** can vary depending on where you are taking your model next…
- **USD** is a good universal format that is currently being developed and promoted by Adobe, AutoDesk, Pixar, etc. Most of the time, this is a solid choice
- **OBJ** is a good generic format that should work with most 3D software
- **STL** is for 3D printing
**Up Axis** sets which direction is considered up in the new software. Surprisingly, this is not a consistent standard from program to program. While it is easy to rotate imported models in whatever program you use, this saves you a tedious hassle.
### topology
Modeler’s approach to building a mesh based on Texels is not widely supported in other programs. Exporting the model will convert the mesh into standard polygon faces. The **Topology** options control the level of detail and quality in that conversion.
**Polygon type** changes what kind of faces are used to create the mesh. Triangle polygons will lead to better curved surfaces but takes twice as many faces as Quads to create comparable quality. Raw will be the best possible quality but the file size will be unbelievably large in comparison to other methods. This would be good for high-resolution still-renders.
**Adaptive factor** controls where the faces are created. High values will add more smaller faces in places where high-detail is needed while low values will attempt to have more universally sized faces throughout the model.
**Target polygon count** is a general goal for how many faces are created in the conversion. Higher number of polygons leads to better quality but also larger file sizes. Conversely, lower number creates smaller files but at the loss of quality and fidelity.
## UV mapping
This affects the surface mapping in the output model. Painted surfaces do not export and most other 3D programs will generate UV maps for your models. For now, it seems fine to turn off all UV mapping options when exporting your models.
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## export process limitation
Unfortunately, this process is not the most efficient and there is little control over the output. You will have to judge the quality of the output in whatever 3D software you are using next. It may take trial and error through multiple rounds of exporting at different settings to get the quality you desire. Modeler can take quite a while to process an export and many rounds will take that much longer. So, essentially, plan on the export process taking longer than you expect.
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Learn more…
- [Export your creations from Adobe Help](https://helpx.adobe.com/substance-3d-modeler/getting-started/export-your-creations.html)
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tags: #3d #resources #substance #modeler
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