Comprehensive Guide To 3D File Formats
| Icon | Extension | Original Software | Year | Primary Industry | Geometry | UV Maps | Textures | PBR | Animation | Rigging | Open Use | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() | .3DM | Rhino3D | 1998 | Architecture Industrial Design | NURBS | ✔ | ✔ | ✔ | – | – | ✔ | |
OverviewThe 3DM file format is the native file format developed by Robert McNeel & Associates for Rhinoceros 3D. It is widely utilized for exchanging precise 3D model data, particularly NURBS geometry, across CAD, CAM, CAE, and computer graphics software. What It StoresIt primarily stores precise NURBS (Non-Uniform Rational B-Splines) curves and surfaces, analytical shapes, and polygon mesh data. Additionally, it can contain model organization data such as layers, object names, materials, lighting, annotations, dimensions, and custom user data. Primary Use Cases
Strengths
Limitations
Common Software SupportSupported natively by Rhinoceros 3D. The openNURBS toolkit allows third-party applications to read and write Rhino 3DM files, and 3DM import/export support varies across CAD, DCC, and visualization workflows depending on application version, plug-in, or translator support. | ||||||||||||
![]() | .3DS | 3D Studio | 1990 | Film Production Game Development CAD | Mesh | ✔ | ✔ | – | ✔ | – | – | |
OverviewThe .3DS format is a legacy 3D file format originally created for Autodesk's 3D Studio DOS. Although superseded by the .MAX format as the native scene format, it is still supported and used as an interchange format for low polygon models in various 3D applications. What It StoresIt stores mesh geometry (limited to triangles), vertex positions, UV mapping coordinates, material definitions, and basic keyframe animation data. It does not support complex rigging or modern PBR materials. Primary Use Cases
Strengths
Limitations
Common Software SupportHistorically associated with Autodesk 3D Studio DOS and supported by Autodesk 3ds Max for import and export. It became widely used as an interchange format for transferring models between 3D programs, although current support varies by application and version. | ||||||||||||
![]() | .ABC | Alembic File | 2011 | VFX Film Animation | Mesh NURBS | ✔ | – | – | ✔ | – | ✔ | |
OverviewThe Alembic (ABC) format is an open-source interchange file used extensively in high-end visual effects and animation. It was developed to facilitate the efficient exchange of complex 3D data between different software platforms. What It StoresAlembic distills complex animated scenes into baked geometric results. It stores baked mesh data, point clouds, particles, curves, and camera information, but typically does not preserve most material data, lighting, and rigging logic. Primary Use Cases
Strengths
Limitations
Common Software SupportWidely supported in Autodesk Maya, 3ds Max, SideFX Houdini, Cinema 4D, and Unreal Engine. | ||||||||||||
![]() | .AEP | After Effects | 1993 | Motion Graphics | 2D Layer Data | – | – | – | ✔ | – | – | |
OverviewDeveloped by Adobe, AEP (After Effects Project) is the native file format for Adobe After Effects. It is an industry standard for saving motion graphics, visual effects, and compositing projects across film, television, and web production workflows. What It StoresAn AEP file stores project metadata, timeline structures, layer configurations, keyframe animation data, expressions, and effects parameters. It does not embed actual video or audio media, instead storing paths to link external footage assets. Primary Use Cases
Strengths
Limitations
Common Software SupportPrimarily supported by Adobe After Effects. It integrates with Adobe Premiere Pro and Media Encoder via Dynamic Link, and Maxon Cinema 4D via Cineware. | ||||||||||||
![]() | .ASS | Autodesk Arnold | 1997 | Rendering VFX | Mesh | ✔ | ✔ | ✔ | ✔ | – | – | |
OverviewArnold Scene Source (ASS) is a proprietary, high-level format used by the Arnold renderer to store entire 3D scenes. It serves as a renderer-specific scene description format that allows different DCC tools using Arnold to pass data to the Arnold engine. What It StoresThese files contain comprehensive scene data including geometry, lighting, camera settings, and shader networks. They can store procedural stand-in definitions, while animation is typically represented as sequences of .ass files rather than embedded timelines. Primary Use Cases
Strengths
Limitations
Common Software SupportSupported by Arnold Standalone and Arnold plugins for major DCC applications, including Maya, 3ds Max, Houdini, Cinema 4D, and Katana. | ||||||||||||
![]() | .AVT | MarvelousDesigner | 2009 | Fashion Apparel | Mesh | ✔ | ✔ | ✔ | ✔ | ✔ | – | |
OverviewThe AVT file format is a native format developed by CLO Virtual Fashion and used by CLO3D and Marvelous Designer for saving and loading avatar data. What It StoresAVT files store avatar-related data such as mesh/model information, skeleton rig data, sizing data, pose, motion, accessories, bounding volumes, and arrangement points. They also contain specialized metadata like arrangement bounding volumes, points, and default poses or motions. Primary Use Cases
Strengths
Limitations
Common Software SupportCLO3D, Marvelous Designer, and CLO-SET 3D Viewer. | ||||||||||||
![]() | .BIP | 3DS Max | 1995 | Animation Game Development | None | – | – | – | ✔ | ✔ | – | |
OverviewThe .BIP format is an Autodesk Biped motion file used by Character Studio / Biped in 3ds Max. It is the standard format within 3ds Max for saving and loading animation data for Biped objects. What It StoresIt stores comprehensive animation data, including keyframes, footsteps, and limb rotations for Biped hierarchies. It does not contain mesh geometry, textures, or rigging constraints outside of the specific Biped skeletal structure. Primary Use Cases
Strengths
Limitations
Common Software SupportNative creation and editing are exclusive to 3ds Max. Motion data can be exported to other engines via FBX conversion, but the raw .BIP remains local to 3ds Max. | ||||||||||||
![]() | .BLEND | Blender | 1994 | General 3D | Mesh NURBS | ✔ | ✔ | ✔ | ✔ | ✔ | – | |
OverviewThe .BLEND file format is the native format used by Blender, an open-source 3D creation suite. It acts as a single project file that can store scenes, data blocks, and many production assets used by Blender. What It StoresIt stores full scene hierarchies, polygonal geometry, animation data, rigging, materials, textures (when packed), physics configurations, compositing nodes, and custom UI layouts. Primary Use Cases
Strengths
Limitations
Common Software SupportPrimarily supported by Blender. Increasingly accommodated by secondary tools and engines like Unity and Godot via automated background FBX/GLTF conversion pipelines. | ||||||||||||
![]() | .BR5 | Bryce | 2001 | Environment Creation | Mesh | ✔ | ✔ | – | ✔ | – | – | |
OverviewBR5 is a Bryce 5 scene file used for 3D landscape and environment projects. It stores Bryce scene data for 3D environments, including terrain, objects, and scene settings. What It StoresThese files store 3D terrain data, object positions, and atmospheric settings like lighting, and other Bryce-specific settings. They may include Bryce-specific material, sky, and tree-related scene data, depending on the content saved in the scene. Primary Use Cases
Strengths
Limitations
Common Software SupportPrimarily supported by Bryce 5 and later versions. | ||||||||||||
![]() | .BR6 | Bryce | 2006 | Environment Creation | Mesh | ✔ | ✔ | – | ✔ | – | – | |
OverviewThe BR6 file format is a Bryce 6 scene file format for saving 3D scenes and projects. It stores Bryce scene data such as terrain, lighting, and objects used in landscape-focused projects. What It StoresThese files can store scene data such as terrain and heightfield data, sky, lighting, and material information used by Bryce. Primary Use Cases
Strengths
Limitations
Common Software SupportThis format is natively supported by Bryce 6 and later versions. Bryce includes import support for a limited set of formats, but modern compatibility is limited. | ||||||||||||
| Icon | Extension | Original Software | Year | Primary Industry | Geometry | UV Maps | Textures | PBR | Animation | Rigging | Open Use | |
![]() | .BR7 | Bryce | 2010 | Environment Creation | Mesh | ✔ | ✔ | – | ✔ | – | – | |
OverviewThe BR7 format is the native scene file type for Bryce 7, a 3D modeling and animation software specialized in fractal landscapes. Developed by DAZ 3D, it is used to save entire 3D environments, including terrain, skies, lighting, water, and other environmental elements. What It StoresIt contains scene data such as terrain, objects, lighting, environmental settings, and some animation information. Primary Use Cases
Strengths
Limitations
Common Software SupportPrimarily supported by Bryce 7 and Bryce 7 Pro. | ||||||||||||
![]() | .BVH | Biovision | 1993 | Motion Capture | None | – | – | – | ✔ | ✔ | ✔ | |
OverviewThe Biovision Hierarchy (BVH) is a widely adopted format for storing motion capture data. Originally developed by Biovision, it is widely used for transferring skeletal animation between different 3D software and game engines. What It StoresBVH files contain a joint hierarchy with offsets and channels, followed by per-frame motion data. The root joint often includes 3 translation and 3 rotation channels, while non-root joints typically include only rotation channels, though the format itself permits other channel configurations. Primary Use Cases
Strengths
Limitations
Common Software SupportSupported by Blender, Cinema 4D, and MotionBuilder. | ||||||||||||
![]() | .C4D | Cinema 4D | 1993 | Motion Graphics | Mesh Spline | ✔ | ✔ | ✔ | ✔ | ✔ | – | |
Overview.C4D is the native file format for Maxon Cinema 4D, a leading software suite for 3D modeling, animation, and motion graphics. It is used to save complete 3D scenes, including models, animation, lighting, and other scene data. What It StoresIt stores geometry, animation, lighting, cameras, materials, and full scene hierarchies. The format also preserves procedural systems native to Cinema 4D, including MoGraph setups, generators, deformers, and field-based workflows, along with rigging data and simulation or cache data where applicable. Support for certain cached or simulated elements may vary depending on the scene configuration and software version. Primary Use Cases
Strengths
Limitations
Common Software SupportSupported natively by Maxon Cinema 4D. Direct integration with Adobe After Effects is available via Cineware. For use in other applications such as Unreal Engine, content is typically exported using interchange formats like FBX, Alembic, or Datasmith. | ||||||||||||
![]() | .CASC | Cascadeur | 2014 | Character Animation | None | ✔ | ✔ | ✔ | ✔ | ✔ | – | |
Overview.CASC is the standard scene file format for Cascadeur, a standalone 3D animation software developed by Nekki. It is designed specifically for physics-based character animation within Cascadeur, allowing artists to save complex animations that incorporate the software's physics tools. What It StoresThe format stores skeletal hierarchy, joint rotations, character rig data, and baked or keyframed animation sequences. It also stores physics-related data used internally by Cascadeur, such as center of mass calculations and motion balancing. Primary Use Cases
Strengths
Limitations
Common Software SupportSupported natively within Cascadeur. Export pipelines allow animation data to be transferred via FBX for integration into tools like Autodesk Maya, Blender, and game engines such as Unreal Engine and Unity. | ||||||||||||
![]() | .CCAVATAR | Character Creator | 2015 | Character Design | Mesh | ✔ | ✔ | ✔ | ✔ | ✔ | – | |
OverviewCCAVATAR is a 3D character format developed by Reallusion for its Character Creator (CC) ecosystem. It serves as a specialized container for highly detailed, animatable digital humans used in real-time applications. What It StoresThe CCAvatar concept in Reallusion's ecosystem encapsulates body mesh topology, skeletal rigging, facial blend shapes, PBR-style materials, and texture references. For external tools, this data is typically exported via FBX plus associated texture maps and material definitions. Primary Use Cases
Strengths
Limitations
Common Software SupportPrimarily supported by Character Creator and iClone. It is compatible with Unity, Unreal Engine, and Blender via Reallusion Auto Setup tools and plugins, which help transfer CCAvatar'based characters through standard FBX plus engine-specific assets. | ||||||||||||
![]() | .CCPROJECT | Character Creator | 2015 | Character Design | Mesh | ✔ | ✔ | ✔ | ✔ | ✔ | – | |
OverviewThe CCPROJECT format is the primary project container used by Reallusion's Character Creator software. It serves as a comprehensive archive for storing 3D character design data, environment settings, and lighting configurations within a single workspace. What It StoresThis format stores character-specific data including head and body morphs, skin textures, and clothing assets. It also retains scene information such as lighting setups, camera positions, and material parameters. Primary Use Cases
Strengths
Limitations
Common Software SupportCharacter Creator and iClone are the primary applications supporting this format. | ||||||||||||
![]() | .COA | TrueSpace | 1994 | Game Development Architecture Product Visualization | None | – | – | – | ✔ | – | – | |
OverviewThe .coa (Caligari Object ASCII) format is the plain-text version of trueSpace's .cob 3D object format. It stores static geometry, vertex, and material data in human-readable ASCII instead of a compiled binary structure. What It StoresThe .coa (Caligari Object ASCII) format is the plain-text counterpart to TrueSpace's binary .cob file. It stores static 3D geometry—including vertices, polygon faces, and UV texture coordinates—along with basic material properties, all written in a human-readable text structure. Primary Use Cases
Strengths
Limitations
Common Software SupportNative support was largely restricted to Caligari TrueSpace and specialized 3D conversion suites of the era, such as Okino PolyTrans or Deep Exploration. Today, the format is entirely obsolete in modern digital content creation software, requiring community-written legacy plugins to import into programs like Blender. Additional NotesThe .coa format is a relic of an era when proprietary 3D ecosystems were heavily siloed. Much like the enduring Wavefront .obj format, text-based object formats were a necessary, albeit inefficient, fallback to ensure 3D geometry could be transferred between competing software packages before modern open standards existed. | ||||||||||||
![]() | .COB | TrueSpace | 1994 | Game Development Architecture Product Visualization | Mesh NURBS | ✔ | ✔ | – | – | – | – | |
OverviewThe .cob (Caligari Object) format is TrueSpace's proprietary 3D container. It stores static geometry—like vertices, faces, UV coordinates, and basic material properties—to define individual 3D assets. What It StoresThe .cob (Caligari Object) format is TrueSpace's proprietary, compiled binary 3D container. It is used to store static 3D geometry, explicitly saving data such as vertices, polygon faces, UV texture coordinates, and basic material properties to define individual 3D assets. Primary Use Cases
Strengths
Limitations
Common Software SupportNative support was strictly limited to Caligari TrueSpace and a few specialized, legacy 3D conversion suites like Okino PolyTrans or Deep Exploration. Today, the format is completely obsolete in modern digital content creation tools and requires specialized, community-built legacy plugins to import into software like Blender. Additional NotesThe .cob format serves as a perfect example of legacy asset management, where 3D workflows relied on separating individual static assets from the master scene hierarchy. Artists would model static geometry as .cob files, but orchestrate, rig, animate, and render them within the overarching .scn container. | ||||||||||||
![]() | .DAE | Collada | 2004 | Interchange File 3D Modeling ArchViz | Mesh NURBS | ✔ | ✔ | – | ✔ | ✔ | ✔ | |
OverviewThe Digital Asset Exchange (DAE) format, also known as COLLADA, is an XML-based schema designed for seamless data transport between 3D software. Originally created by Sony Computer Entertainment and now managed by the Khronos Group, it serves as a bridge for complex assets across various production pipelines. What It StoresIt stores comprehensive scene data, including polygonal geometry, UV maps, materials, and lighting. Crucially, it supports skeletal animation, skinning, and hierarchical scene structures, making it more robust than basic mesh formats. Primary Use Cases
Strengths
Limitations
Common Software SupportWidely supported by Blender, Autodesk Maya, 3ds Max, and Cinema 4D, though often with limitations and secondary to formats like FBX or glTF. It is also compatible with major game engines and CAD software, though support is often limited or being phased out. | ||||||||||||
![]() | .DUF | Daz Studio | 2012 | Character Design Artists Hobbyist | Mesh | ✔ | ✔ | ✔ | ✔ | ✔ | – | |
OverviewThe .DUF (Daz User File) format is the native scene and asset configuration format developed by Daz 3D for its Daz Studio software. It serves as the primary standard for saving, loading, and exchanging content within the Daz ecosystem. What It StoresIt stores comprehensive scene data, including character rigging, morph targets, posing data, camera setups, lighting configurations, and material definitions. It utilizes a JSON-based structure to reference external geometry and texture assets rather than embedding them directly. Primary Use Cases
Strengths
Limitations
Common Software SupportDaz Studio natively supports the format. Bridges and plugins exist to import .DUF content into Blender, Maya, Unreal Engine, and Unity. | ||||||||||||
| Icon | Extension | Original Software | Year | Primary Industry | Geometry | UV Maps | Textures | PBR | Animation | Rigging | Open Use | |
![]() | .DWG | AutoCAD | 1982 | Architecture Engineering Construction | Mesh Vector | – | – | – | – | – | – | |
OverviewThe DWG format is a proprietary binary file type used by Autodesk as the native format for AutoCAD and AutoCAD-based products. It is the industry standard for storing highly precise 2D and 3D design data, metadata, and technical drawings. What It StoresThe format contains complex vector geometry, including lines, arcs, circles, and 3D solid modeling data. It also stores layer information, coordinate systems, and references to external attachments (Xrefs) or images. Primary Use Cases
Strengths
Limitations
Common Software SupportPrimarily supported by Autodesk AutoCAD, Civil 3D, and Revit. It is also compatible with Rhino, SolidWorks, and various specialized CAD viewers like DWG TrueView. | ||||||||||||
![]() | .DXF | AutoCAD | 1982 | Engineering Manufacturing Design | Mesh Vector | – | – | – | – | – | ✔ | |
OverviewThe Drawing Interchange Format (DXF) is an openly documented format, with published specifications, developed by Autodesk to enable interoperability between AutoCAD and other software. It is a widely used de facto interchange format for 2D CAD drawings and some 3D data across engineering and design software. What It StoresDXF files primarily store vector-based information, including points, lines, arcs, polylines, and complex curve entities such as splines. While it supports limited 3D geometry such as 3D faces and wireframes, it has limited or no practical support for rendering features like textures, lighting, and advanced materials. Primary Use Cases
Strengths
Limitations
Common Software SupportSupported in varying degrees by Autodesk AutoCAD, Rhino3D, Blender, Adobe Illustrator, and CorelDRAW. It is also widely supported by CAM software for manufacturing workflows. | ||||||||||||
![]() | .E3D | Element 3D | 2012 | Motion Graphics Visual Effects | Mesh | ✔ | ✔ | ✔ | – | – | – | |
OverviewThe E3D format is a 3D engineering design file used primarily within AVEVA E3D Design software. It is the industry standard for large-scale industrial projects in the marine, power, and process plant sectors. What It StoresIt contains complex plant engineering data, including 3D piping layouts, structural steel frameworks, equipment models, and detailed metadata for project lifecycle management. Primary Use Cases
Strengths
Limitations
Common Software SupportPrimarily supported by the AVEVA suite, including E3D Design (successor to PDMS), with limited third-party tools. | ||||||||||||
![]() | .FBX | Filmbox | 1996 | VFX Game Development | Mesh NURBS | ✔ | ✔ | ✔ | ✔ | ✔ | – | |
OverviewFBX (Filmbox) is a popular proprietary 3D file format developed by Kaydara and now owned by Autodesk. It is widely used as an interchange format for transferring complex 3D data smoothly between different modeling, rendering, and game development applications. What It StoresFBX files store comprehensive scene data, including polygonal meshes, NURBS curves, materials, and textures. Crucially, they support skeletal rigging, morph targets, camera and lighting setups, and complex transform animations. Primary Use Cases
Strengths
Limitations
Common Software SupportSupported by Maya, 3ds Max, Blender, Cinema 4D, Unreal Engine, and Unity. | ||||||||||||
![]() | .GLB | Khronos | 2015 | Web Development Augmented Reality Virtual Reality | Mesh | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
OverviewGLB is the binary version of glTF (GL Transmission Format). It can pack the JSON scene description, binary buffers, and texture images into a single, self-contained file. GLB is often described as the "JPEG of 3D" because it is designed for compact, efficient delivery. What It StoresIt encapsulates 3D scene hierarchies, mesh geometry (vertices, normals), PBR material properties, animations, and skeletal rigging. By embedding textures directly, it can eliminate external file dependency issues during asset transfer. Primary Use Cases
Strengths
Limitations
Common Software SupportSupported by Blender, Unity, Unreal Engine, and Godot. It is widely used by Google Scene Viewer, Microsoft 3D Viewer, and web frameworks such as Three.js and Babylon.js. | ||||||||||||
![]() | .GLTF | Khronos | 2015 | Web Development Augmented Reality Virtual Reality | Mesh | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
Overview.glTF (GL Transmission Format) is an open-standard specification developed by the Khronos Group for efficient transmission and loading of 3D scenes and models. Designed for runtime performance, it acts as a streamlined bridge between authoring tools and real-time engines or web applications. What It StoresThe format uses JSON to define scene hierarchies, nodes, cameras, and PBR material parameters. It can reference geometry data through external binary buffer files and textures through standard image formats. These assets can be stored as external files, embedded in a .gltf file, or packaged into a .glb binary container. Primary Use Cases
Strengths
Limitations
Common Software SupportWidely supported in Blender, Unity, and Unreal Engine, often through built-in features or plugins. Widely utilized in web frameworks like Three.js and Babylon.js. Additional NotesWhile .gltf often uses separate files, .glb is the binary form of glTF and can package the JSON and resources into a single file for easier distribution. | ||||||||||||
![]() | .GSM | ArchiCAD | 1987 | Architecture Engineering Construction | Parametric | ✔ | ✔ | – | ✔ | – | – | |
OverviewThe GSM file format is the library part format used by Graphisoft's ArchiCAD, a BIM (Building Information Modeling) software. These GDL (Geometric Description Language) objects contain 2D symbols, 3D geometry, and parametric data used primarily in architectural design and construction documentation. What It StoresGSM files store parametric 3D geometry, 2D drafting symbols, and object data such as manufacturer information or fire ratings. They utilize GDL scripts to define how an object behaves when its dimensions or materials are modified by the user. Primary Use Cases
Strengths
Limitations
Common Software SupportGraphisoft ArchiCAD is the primary host. Limited import/conversion via other BIM tools or specialized converters (e.g., IFC workflows). | ||||||||||||
![]() | .HDA | Houdini | 1996 | VFX Procedural | Procedural Mesh Volume | ✔ | ✔ | ✔ | ✔ | ✔ | – | |
OverviewDeveloped by SideFX, HDA is a Houdini Digital Asset library format used to package Houdini node networks, logic, and geometry into reusable, high-level tools. It allows artists to encapsulate complex procedural networks into a single asset with a simplified interface. What It StoresThe format stores procedural node networks, custom parameters, Python scripts, and embedded or referenced geometry. It functions as a container for the logic required to generate or modify 3D data dynamically. Primary Use Cases
Strengths
Limitations
Common Software SupportNatively supported in SideFX Houdini. Compatible with Unreal Engine, Unity, Maya, and 3ds Max via the Houdini Engine plugin. | ||||||||||||
![]() | .HIP | Houdini | 1996 | VFX Simulation | Procedural Mesh Volume | ✔ | ✔ | ✔ | ✔ | ✔ | – | |
OverviewThe HIP file format is the native scene file for SideFX Houdini, a procedural 3D animation and VFX software. It is primarily used to store the complex node networks and procedural logic required for high-end visual effects and dynamic simulations. What It StoresThese files store node-based architectures including geometry networks (SOPs), dynamics (DOPs), and lighting (LOPs). They also contain VEX scripts, Python expressions, keyframe animation data, and references to external geometry or texture caches. Primary Use Cases
Strengths
Limitations
Common Software SupportExclusively supported by SideFX Houdini. HIP files can be loaded through the Houdini Engine API, while interoperability with Maya, Unreal Engine, and Unity is typically handled through Houdini Engine workflows or exported formats. | ||||||||||||
![]() | .HIPLC | Houdini | 2014 | VFX Indie | Procedural Mesh Volume | ✔ | ✔ | ✔ | ✔ | ✔ | – | |
OverviewThe HIPLC format is the Limited Commercial scene file format for Houdini Indie, a version of SideFX Houdini designed for independent artists. It contains the procedural logic and node networks required to generate complex 3D scenes and simulations. What It StoresIt stores procedural setups and may include embedded geometry and simulation data, though large caches are often stored externally and referenced. While it saves the entire scene hierarchy, it includes licensing information that Houdini uses, along with its licensing system, to enforce Limited Commercial restrictions. Primary Use Cases
Strengths
Limitations
Common Software SupportPrimarily supported by SideFX Houdini Indie and Houdini Engine Indie. | ||||||||||||
| Icon | Extension | Original Software | Year | Primary Industry | Geometry | UV Maps | Textures | PBR | Animation | Rigging | Open Use | |
![]() | .HIPNC | Houdini | 2002 | Learning VFX | Procedural Mesh Volume | ✔ | ✔ | ✔ | ✔ | ✔ | – | |
OverviewThe HIPNC format is the non-commercial scene file format used by Houdini Apprentice. It serves as a scene file that contains the procedural node networks and logic used to generate 3D content. The format is tied to Houdini Apprentice's non-commercial file restrictions and cannot be used in the same pipeline as commercial versions of Houdini. What It StoresIt stores scene data such as procedural networks, geometry, simulation settings, lighting, cameras, and other project parameters. Because it is procedural, it primarily stores the recipe for the scene rather than just raw mesh data. Primary Use Cases
Strengths
Limitations
Common Software SupportPrimarily supported by Houdini Apprentice. HIPNC files are part of SideFX's non-commercial Houdini file formats. | ||||||||||||
![]() | .HRC | Softimage | 1989 | Animation Game Development | Mesh NURBS | ✔ | ✔ | – | – | ✔ | – | |
OverviewThe HRC file format is a legacy Softimage, 3D model file format used to store model geometry and hierarchy information. It defines complex 3D models by organizing objects into a structured parent-child hierarchy, preserving hierarchy and spatial relationships. What It StoresThe format stores model geometry, material references, texture mapping coordinates, and hierarchy information, including transformation data. It does not store camera or lighting data. Primary Use Cases
Strengths
Limitations
Common Software SupportLegacy support is centered on Softimage, 3D and older Autodesk Softimage versions with the SI/3D Scene/Model importer. Conversion support is documented through Okino PolyTrans. | ||||||||||||
![]() | .IAVATAR | iClone | 2005 | Animation Content Creation | Mesh | ✔ | ✔ | ✔ | – | ✔ | – | |
OverviewThe IAVATAR file format is a Reallusion avatar file format used by Character Creator and iClone. It is used to save or export characters for creating animations in iClone. Reallusion workflows commonly allow users to export, load, or drag iAvatar characters into iClone for animation. What It StoresThese files store Reallusion character data for use in Character Creator and iClone, including character details and texture settings. Depending on the workflow, iAvatar files may also be used with remeshed character versions and morph data. Primary Use Cases
Strengths
Limitations
Common Software SupportPrimary support includes Reallusion iClone and Character Creator. Earlier conversion workflows used Reallusion 3DXchange, which has been discontinued, with related features integrated into iClone 8 or Character Creator 4. | ||||||||||||
![]() | .IGES | Initial Graphics Exchange | 1980 | CAD Engineering | NURBS B-Rep | – | – | – | – | – | ✔ | |
OverviewThe Initial Graphics Exchange Specification (IGES) is a vendor-neutral file format used to exchange digital information between CAD systems. Established in 1980, IGES is a legacy CAD exchange standard used mainly for transferring 2D geometry, curves, and 3D surface models across engineering systems. What It StoresIGES files primarily store geometric data such as wireframes, curves, surfaces, and some solid representations. It focuses on precise geometric shapes rather than textures, rigging, or animation data. Primary Use Cases
Strengths
Limitations
Common Software SupportSupported by many CAD systems, including Rhino, SolidWorks, CATIA, and some Autodesk products, depending on version and workflow. | ||||||||||||
![]() | .IGS | Initial Graphics Exchange | 1980 | CAD Engineering | NURBS B-Rep | – | – | – | – | – | ✔ | |
OverviewThe Initial Graphics Exchange Specification (IGES) is a vendor-neutral file format used to exchange digital information between CAD systems. Established in 1980, IGES is a legacy CAD exchange standard used mainly for transferring 2D geometry, curves, and 3D surface models across engineering systems. What It StoresIGES files primarily store geometric data such as wireframes, curves, surfaces, and some solid representations. It focuses on precise geometric shapes rather than textures, rigging, or animation data. Primary Use Cases
Strengths
Limitations
Common Software SupportSupported by many CAD systems, including Rhino, SolidWorks, CATIA, and some Autodesk products, depending on version and workflow. | ||||||||||||
![]() | .IPROJECT | iClone | 2014 | Character Animation | Mesh | ✔ | ✔ | ✔ | ✔ | ✔ | – | |
OverviewThe iProject format is the proprietary project file format used by Reallusion iClone. It stores saved iClone project scenes for real-time animation, cinematic production, and character-driven storytelling workflows. What It StoresThis format stores iClone project scene data, including characters, props, cameras, lights, animation data, materials, and other scene elements used in an iClone project. Primary Use Cases
Strengths
Limitations
Common Software SupportPrimarily supported by Reallusion iClone. External workflows use supported export formats such as FBX, Alembic, OBJ, or USD/Omniverse workflows, depending on version, edition, and plug-in support, or dedicated bridge/live-link tools such as iClone Unreal Live Link. Additional NotesWhile iProject is a proprietary iClone project format, Reallusion provides Live Link and export workflows for moving characters, cameras, lights, props, and animation data into supported external pipelines. | ||||||||||||
![]() | .LS | Lumion | 2010 | ArchViz | Procedural | ✔ | ✔ | ✔ | ✔ | – | – | |
OverviewThe LS format is the un-compiled LScript file format used within LightWave 3D to automate complex tasks and extend software functionality. It serves as a scripting solution for artists to streamline repetitive modeling and rendering workflows. What It StoresThe format contains un-compiled LScript code, including commands, logic, and interface definitions. It stores scripting instructions that manipulate geometry, scene hierarchy, surface properties, and custom expressions, but does not contain raw 3D mesh data or vertex information. Primary Use Cases
Strengths
Limitations
Common Software SupportPrimarily supported by LightWave 3D and its associated utilities. | ||||||||||||
![]() | .LW | Lightwave 3D | 1990 | VFX Entertainment ArchViz | Mesh | ✔ | ✔ | ✔ | – | – | – | |
OverviewThe LW format is a native object file type for LightWave 3D, a long-standing suite used in visual effects and broadcast animation. It is primarily designed to store high-quality individual 3D objects and their properties, rather than entire scenes. What It StoresIt stores 3D mesh data, including points, polygons, and surfaces. An LW object file may also contain one or more surface definitions. Primary Use Cases
Strengths
Limitations
Common Software SupportNatively used in LightWave 3D. Some third-party tools can support LW through built-in support, plugins, or conversion workflows, but compatibility varies by version and software. | ||||||||||||
![]() | .LWO | Lightwave 3D | 1990 | VFX Entertainment ArchViz | Mesh | ✔ | ✔ | ✔ | ✔ | ✔ | – | |
OverviewThe LightWave Object (LWO) format is a file type developed by NewTek for its LightWave 3D software. It is a 3D object format used in LightWave workflows and some third-party pipelines for detailed assets. LWO files are typically used in conjunction with LightWave Scene (LWS) files, where LWO files usually store object geometry and surface data, while LWS scene files store scene layout and environment settings. What It StoresLWO files primarily store geometry such as points and polygons, along with surface and mapping data. Primary Use Cases
Strengths
Limitations
Common Software SupportNative to LightWave 3D. Supported via import/export plugins in Blender, Modo, and various third-party conversion tools like PolyTrans. | ||||||||||||
![]() | .LWS | Lightwave 3D | 1990 | VFX Entertainment ArchViz | None | ✔ | ✔ | ✔ | ✔ | ✔ | – | |
OverviewThe LightWave Scene (LWS) format is an ASCII-based scene file format developed by NewTek. It acts as a scene file that defines how various assets, such as objects, cameras, and lights, are arranged and animated within a 3D environment. LWS files act like a scene or master file that references external object files, commonly LWO, rather than embedding geometry. What It StoresLWS files store scene hierarchy, object positions, rotations, scaling, and keyframe animation data. They also contain light and camera properties, scene-level settings, and references to external LWO mesh files. Primary Use Cases
Strengths
Limitations
Common Software SupportPrimarily used in LightWave 3D. Also supported by some conversion tools and interoperability software. | ||||||||||||
| Icon | Extension | Original Software | Year | Primary Industry | Geometry | UV Maps | Textures | PBR | Animation | Rigging | Open Use | |
![]() | .LXO | Modo | 2004 | Film Production Game Development | Mesh | ✔ | ✔ | ✔ | ✔ | ✔ | – | |
OverviewThe LXO format is the native scene file format for Foundry's Modo, a 3D modeling, animation, and rendering application. It can include lighting, camera settings, materials, and other scene-specific render information. What It StoresAn LXO file can store geometry, UV maps, materials, lights, cameras, and animation data for a Modo scene. It can also preserve Modo Shader Tree information related to materials and textures. Primary Use Cases
Strengths
Limitations
Common Software SupportPrimarily used in Foundry Modo. Limited support and import capabilities in third-party tools and converters. | ||||||||||||
![]() | .MA | Maya | 1998 | VFX Film Production Game Development | Mesh NURBS | ✔ | ✔ | ✔ | ✔ | ✔ | – | |
OverviewThe .MA (Maya ASCII) format is a native Autodesk Maya scene file saved in a human-readable text format. It is widely used in professional film, television, and game development for complex scene management and pipeline integration. What It StoresIt stores comprehensive scene data, including polygonal and NURBS geometry, complex rigging systems, keyframe animations, lighting, shaders, and Maya-specific dependency graph nodes. Primary Use Cases
Strengths
Limitations
Common Software SupportPrimary support is Autodesk Maya. However, it can be parsed by custom pipeline scripts or imported into some specialized 3D tools and game engine exporters. Additional NotesBecause it is human-readable and script-based, .MA files are commonly preferred for troubleshooting, pipeline debugging, and version-controlled production workflows. | ||||||||||||
![]() | .MAX | 3DS Max | 1996 | ArchViz Game Development Product Design | Mesh NURBS | ✔ | ✔ | ✔ | ✔ | ✔ | – | |
OverviewThe .MAX format is the proprietary scene file format for Autodesk 3ds Max. It acts as a complete scene format for complex 3ds Max scenes, preserving scene data including objects, modifiers, materials, and controllers. What It StoresIt stores geometry, advanced modifiers, rigging, animation, lighting, and camera data. It also contains plugin-specific information, material editor settings, and particle system configurations. Primary Use Cases
Strengths
Limitations
Common Software SupportNatively supported only by Autodesk 3ds Max. Additional NotesTo move data to other platforms, users typically export to supported interchange formats such as FBX or USD. | ||||||||||||
![]() | .MB | Maya | 1998 | VFX Film Production Game Development | Mesh NURBS | ✔ | ✔ | ✔ | ✔ | ✔ | – | |
OverviewThe .MB (Maya Binary) format is a proprietary file type developed by Autodesk for Maya. It uses a compact binary encoding to efficiently store complex 3D scenes, making it a common choice in production-heavy environments. What It StoresIt captures comprehensive scene data, including polygonal geometry, NURBS, rigging systems, animation keyframes, and lighting. It also stores Maya-specific dependency graphs and shader networks. Primary Use Cases
Strengths
Limitations
Common Software SupportPrimarily supported by Autodesk Maya. Limited interoperability is available via specific plugins or conversion tools for other Autodesk products. | ||||||||||||
![]() | .MDL | Iray Renderer | 2014 | Materials Rendering | None | – | ✔ | ✔ | – | – | ✔ | |
OverviewThe MDL format is Valve's proprietary model format used by the Source engine, with a related MDL format also used by GoldSrc. It serves as the final compiled format for characters, props, and environmental assets within games like Half-Life 2 and Counter-Strike. What It StoresIt defines model structure, animation data, bounding boxes, hitboxes, material references, mesh information, and LOD information, while some vertex or hardware-optimized mesh data may be stored in companion files such as VVD and VTX. Additionally, it stores animation sequences and hitboxes, and references external material VMT files, which in turn reference VTF texture files. Primary Use Cases
Strengths
Limitations
Common Software SupportValve Source SDK, HLMV (Half-Life Model Viewer), and Blender (via community-developed plugins). | ||||||||||||
![]() | .MHB | MetaHuman Creator | 2022 | Entertainment Game Development Character Design | Parametric | ✔ | ✔ | ✔ | ✔ | ✔ | – | |
OverviewThe MHB format is a MetaHuman Creator file used to export and import the data defining a MetaHuman character. It is primarily used for sharing MetaHumans between MetaHuman Creator users or accounts, rather than for direct import as a standard Unreal Engine asset. What It StoresIt stores MetaHuman character definition data used by MetaHuman Creator, rather than full Unreal Engine-ready character asset data. This data represents the character setup needed by MetaHuman Creator to recreate or continue the MetaHuman design. Primary Use Cases
Strengths
Limitations
Common Software SupportPrimarily supported by web-based MetaHuman Creator. Unreal Engine workflows use Quixel Bridge in older MetaHuman workflows, while newer workflows use MetaHuman Character assets and MetaHuman Assembly workflows. | ||||||||||||
![]() | .MS3D | MilkShape 3D | 1996 | Game Development Modding | Mesh | ✔ | ✔ | – | ✔ | ✔ | – | |
OverviewThe MS3D format is the native model file format for MilkShape 3D, a legacy low-polygon modeler. It gained popularity in the early 2000s for low-polygon game asset creation and modding communities, especially around older PC games and engines. What It StoresMS3D files store 3D model data including vertices, triangles, texture coordinates, groups, materials, joints, and keyframe animation data. They can also store vertex assignments used for skeletal animation. Primary Use Cases
Strengths
Limitations
Common Software SupportNatively supported by MilkShape 3D. Blender support is available through community import/export add-ons, while use in modern engines such as Unity or Unreal Engine typically requires conversion to another supported format. | ||||||||||||
![]() | .MTLX | MaterialX | 2012 | Materials Lookdev | None | – | ✔ | ✔ | – | – | ✔ | |
OverviewMaterialX (MTLX) is an open standard originally developed at Lucasfilm for representing rich material and look-development content in computer graphics, using an XML-based file format. It facilitates the transfer of rich material data between different applications and renderers within a production pipeline. What It StoresThe format stores node graphs, material definitions, shader references, texture file paths, material assignments, geometry properties, and shading parameters such as roughness or index of refraction. It captures node-based material and look-development data without being tied to a specific renderer's proprietary shading language. Primary Use Cases
Strengths
Limitations
Common Software SupportStrong integration via plugins or render-specific workflows in SideFX Houdini (Solaris), Autodesk Maya (e.g., through LookdevX and Arnold), and NVIDIA Omniverse. Supported by renderers such as Arnold, Karma, and RenderMan. | ||||||||||||
![]() | .MXS | Maxwell Studio | 2004 | VFX ArchViz Product Design | Mesh | ✔ | ✔ | ✔ | ✔ | – | – | |
OverviewThe MXS format is the Maxwell Render scene file format. It is designed to store a complete 3D scene description, acting as a bridge between 3D modeling applications and the standalone Maxwell rendering engine. What It StoresIt contains comprehensive scene data including geometry, camera settings, Maxwell materials and material assignments, instancing data, and Multilight setup information. Textures used in materials and HDR/MXI textures used in the scene are referenced, not embedded. Primary Use Cases
Strengths
Limitations
Common Software SupportPrimarily supported by Maxwell Render, Maxwell Studio, and Maxwell plugins for applications such as 3ds Max, Maya, Cinema 4D, Rhino, SketchUp, ArchiCAD, and formZ. | ||||||||||||
![]() | .OBJ | Advanced Visualizer | 1982 | Interchange File 3D Modeling 3D Printing | Mesh | ✔ | ✔ | – | – | – | ✔ | |
OverviewOBJ is a geometry definition file format originally developed by Wavefront Technologies for The Advanced Visualizer. It is a universally accepted industry standard used for exchanging static 3D polygonal geometry across various modeling, rendering, and animation applications. What It StoresThe format stores 3D geometric data, including vertex positions, polygon faces, texture coordinates (UVs), and vertex normals. It relies on a companion Material Template Library (.mtl) file to reference external texture maps and define basic material properties. Primary Use Cases
Strengths
Limitations
Common Software SupportSupported by major 3D tools like Blender, Autodesk Maya, 3ds Max, and ZBrush, as well as Unreal Engine and Unity. | ||||||||||||
| Icon | Extension | Original Software | Year | Primary Industry | Geometry | UV Maps | Textures | PBR | Animation | Rigging | Open Use | |
![]() | .ORBX | Octane Renderer | 2014 | Rendering Visualization | Mesh | ✔ | ✔ | ✔ | ✔ | – | – | |
OverviewThe ORBX file format is a container format developed by OTOY for the OctaneRender ecosystem. It serves as a scene exchange format designed to preserve scene data and improve render consistency across supported Octane workflows. ORBX is essentially a self-contained scene/container format that stores geometry, textures, render settings, and referenced assets together. What It StoresORBX files store complete scene data, including complex geometry, materials, high-resolution textures, and lighting. It also supports sophisticated data like OpenVDB volumes, camera parameters, baked animations, and OSL (Open Shading Language) scripts. Primary Use Cases
Strengths
Limitations
Common Software SupportNative to OctaneRender Standalone. Supported through OctaneRender plugin workflows in applications such as Cinema 4D, Houdini, Maya, 3ds Max, and Blender. | ||||||||||||
![]() | .OTL | Houdini | 1996 | VFX Procedural | Procedural Mesh Volume | ✔ | ✔ | ✔ | ✔ | ✔ | – | |
OverviewThe Operator Type Library (OTL) is a legacy file format used by SideFX Houdini to store Houdini Digital Assets (HDAs). It functions as a digital asset library file, storing reusable custom nodes created from Houdini node networks. What It StoresOTL files contain digital asset definitions, including node contents, parameters, parameter interface definitions, scripts such as PythonModule sections, help, and embedded files or other section data used by the asset. Primary Use Cases
Strengths
Limitations
Common Software Support
Additional NotesModern Houdini stores digital assets in digital asset library files with the .hda extension, while older versions used the .otl extension. Houdini can still load assets from .otl library files. | ||||||||||||
![]() | .PLASTICITY | Plasticity | 2023 | CAD Concept Design | NURBS B-Rep | – | – | – | – | – | – | |
OverviewThe PLASTICITY file format is the proprietary native format for Plasticity, a direct modeling CAD software tailored for artists and designers. It is designed to save precise geometric data for hard-surface modeling workflows. What It StoresIt stores Parasolid-based solid and surface geometry, curves, object organization, and related model data used by Plasticity. It supports direct editing of curves, surfaces, faces, edges, and solid bodies, but does not store parametric construction history, rigging, animation, or texture-based rendering data. Primary Use Cases
Strengths
Limitations
Common Software SupportPrimarily supported by Plasticity. Plasticity exports to formats such as OBJ, STL, STEP, Parasolid X_T/X_B, 3MF, SVG, and, in Studio workflows, SAT and IGES for external pipeline compatibility. | ||||||||||||
![]() | .PLY | Polygon File | 1994 | Gaussian Splatting 3D Scanning Computer Vision | Mesh Point Cloud | – | – | – | – | – | ✔ | |
OverviewThe Polygon File Format, also known as the Stanford Triangle Format (PLY), is a 3D file format developed at Stanford University for storing data from 3D scanners. It is primarily used to represent digitized objects and point clouds in scientific and academic research. What It StoresPLY files store vertex coordinates, face definitions, normals, and color information. They support both ASCII for readability and binary for performance, allowing for custom properties such as transparency or surface confidence values. Primary Use Cases
Strengths
Limitations
Common Software SupportSupported by Blender, MeshLab, CloudCompare, and Rhino. It is also a standard format in libraries like Open3D and Point Cloud Library. | ||||||||||||
| .PSJ | PoseStudio | 2026 | Character Design Artists Hobbyist | Mesh | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ||
![]() | .PZ3 | Poser | 1998 | Character Design Artists Hobbyist | Mesh | ✔ | ✔ | ✔ | ✔ | ✔ | – | |
OverviewThe PZ3 format is the native scene file type for Poser, a 3D software package for posing, animating, and rendering 3D figures. It acts as a project container that preserves the specific state and configuration of a Poser scene. What It StoresIt stores figure posing data, joint rotations, dial settings such as morphs, and scene information. It also contains lights, cameras, rendering settings, background settings, and material information, while typically referencing external Poser library assets for geometry and textures. Primary Use Cases
Strengths
Limitations
Common Software SupportPrimarily supported by Poser software. Daz Studio can import PZ3 files. | ||||||||||||
![]() | .RFA | Revit | 2000 | Architecture Engineering Construction | Parametric | ✔ | ✔ | ✔ | – | – | – | |
OverviewRevit Family (RFA) files are loadable family files used in Autodesk Revit projects. They are primarily used to create and store parametric 3D content, such as furniture, lighting, or mechanical equipment, meant for use within a Revit project. (RFA) files are reusable family definitions that can be loaded into RVT project files. When loaded into a project, they create family instances, and edits to the family definition can be propagated to placed instances. What It StoresRFA files can store geometry, parameters, materials, metadata, constraints, visibility settings, and category-specific properties, depending on the family. Crucially, they hold parameters that allow users to adjust dimensions and properties dynamically within a project. Primary Use Cases
Strengths
Limitations
Common Software SupportPrimarily supported by Autodesk Revit and Revit LT. RFA files can also be viewed or converted through some third-party BIM tools and plugins, depending on the product and workflow. | ||||||||||||
![]() | .RFT | Revit | 2000 | Architecture Engineering Construction | Parametric | ✔ | ✔ | ✔ | – | – | – | |
OverviewThe Revit Family Template (RFT) format is a family template file used within Autodesk Revit to start the creation of parametric 3D components. These files serve as the starting point for building Revit Families (RFA), ensuring consistency in data structure and hosting behavior. They are family template files used to create new families, and in typical Revit workflows the result is saved as an RFA file. What It StoresRFT files can contain predefined parameters, reference planes, and category-specific settings. They can include hosting conditions, visibility settings, reference geometry, and parameters that drive family behavior. Primary Use Cases
Strengths
Limitations
Common Software SupportPrimarily supported by Autodesk Revit. Some third-party BIM tools may use Revit templates in automated workflows, depending on the product. | ||||||||||||
![]() | .RS | Redshift | 2014 | Rendering Visualization | Polygon Mesh Volume | ✔ | ✔ | ✔ | ✔ | – | – | |
OverviewThe RS format is the Redshift Proxy File (.rs) format used by the Redshift rendering engine. It allows users to export complex geometry and scene data into an external file that is loaded only at render time. What It StoresIt can store Redshift scene data ranging from simple objects to complete scenes, including geometry, materials, shaders, lights, cameras, animation, global render options, and AOV setup. The exported proxy data is generally non-editable in the host application and changes usually require editing the original source scene and re-exporting the proxy. Primary Use Cases
Strengths
Limitations
Common Software SupportSupported in Redshift workflows for Cinema 4D, Houdini, Maya, 3ds Max, Katana, and Blender, with feature support varying by host application. | ||||||||||||
![]() | .RTE | Revit | 2000 | Architecture Engineering Construction | Parametric | ✔ | ✔ | ✔ | – | – | – | |
OverviewThe RTE format is a Revit Template file used in Building Information Modeling. It serves as the foundational starting point for new projects, ensuring consistency across architectural, structural, and MEP designs. What It StoresThese files can contain predefined settings such as view templates, units, line weights, and pre-loaded families, and may also include levels or other starter project elements depending on the template. They store project standards, styles, settings, and starter content, but are intended as starting files rather than completed project models. Primary Use Cases
Strengths
Limitations
Common Software SupportRTE files are native to Autodesk Revit and are primarily used within Revit-based workflows. | ||||||||||||
| Icon | Extension | Original Software | Year | Primary Industry | Geometry | UV Maps | Textures | PBR | Animation | Rigging | Open Use | |
![]() | .RVT | Revit | 2000 | Architecture Engineering Construction | Parametric | ✔ | ✔ | ✔ | – | – | – | |
OverviewRVT is the proprietary native project file format for Autodesk Revit, a widely used Building Information Modeling (BIM) application. It is widely used by architects, structural engineers, and MEP professionals to design, track, and manage comprehensive building projects. What It StoresRVT files store 3D parametric geometry, building components, materials, schedules, and project data. They can also include site or location-related information depending on the project. Primary Use Cases
Strengths
Limitations
Common Software SupportPrimarily supported by Autodesk Revit, with limited viewing or import capabilities in Autodesk Navisworks and some BIM viewers. | ||||||||||||
![]() | .SAT | ACIS 3D | 1989 | CAD Engineering | B-Rep | – | – | – | – | – | – | |
OverviewThe Standard ACIS Text (SAT) file format is a 3D geometric modeling file format developed by Spatial Corporation. It is primarily used to store and exchange precise CAD data across different engineering and manufacturing platforms. What It StoresIt stores precise 3D geometric data, including solid geometry, topology, curves, and surfaces. Unlike polygonal mesh formats, it represents shapes using Boundary Representation (B-Rep) modeling. Primary Use Cases
Strengths
Limitations
Common Software SupportSupported by CAD tools such as AutoCAD and SOLIDWORKS for cross-platform CAD exchange. Rhino supports export to SAT, while SAT import may require third-party conversion tools or plugins. | ||||||||||||
![]() | .SBS | Substance Designer | 2010 | VFX Texturing Game Development | None | – | ✔ | ✔ | – | – | – | |
OverviewThe SBS format is the native, non-destructive project file for Adobe Substance 3D Designer. It utilizes a node-based graph system to author procedural materials, allowing artists to create complex textures that remain fully editable. What It StoresIt contains package resources such as graphs, functions, bitmap resources, 3D scene resources, dependencies, metadata, node connections, and parameters used to generate textures. Primary Use Cases
Strengths
Limitations
Common Software SupportAdobe Substance 3D Designer is the primary host. It integrates with Substance 3D Painter and other Substance 3D tools through SBSAR and related workflows. | ||||||||||||
![]() | .SBSAR | Substance Designer | 2010 | VFX Texturing Game Development | None | – | ✔ | ✔ | – | – | – | |
OverviewThe SBSAR format is a published Substance 3D asset file used by Adobe Substance 3D. It serves as an archive file for procedural materials, allowing for dynamic texture generation across various 3D applications and game engines. What It StoresIt contains compiled versions of Substance graphs, their resources such as bitmaps and fonts, presets, metadata, and exposed parameters for customization. It can include outputs and parameters used in PBR workflows, such as base color, roughness, metallic, and normal-related data, along with adjustable resolution settings. Primary Use Cases
Strengths
Limitations
Common Software SupportSupport exists in Adobe Substance 3D applications and in third-party tools that provide Substance integrations, including Unreal Engine, Unity, Maya, 3ds Max, Cinema 4D, Houdini, Blender, MODO, Lumberyard, and CRYENGINE. Additional NotesThe format is the published version of an SBS package, intended for distribution and use in Substance 3D applications or supported third-party applications. | ||||||||||||
![]() | .SCN | Softimage | 2012 | VFX Television Production Game Development. | Mesh NURBS | ✔ | ✔ | – | ✔ | ✔ | – | |
OverviewThe SCN file format is SceneKit's native scene format developed by Apple, used for 3D scenes in Apple apps on supported Apple platforms. What It StoresIt can store SceneKit scene graphs, including node hierarchies, geometry, cameras, lights, materials, animations, and physics-related properties; SceneKit also supports physically based material and shading features. Primary Use Cases
Strengths
Limitations
Common Software SupportSupported natively by Apple Xcode's Scene Editor and the SceneKit framework for Swift and Objective-C apps. | ||||||||||||
![]() | .SCN | TrueSpace | 1994 | Game Development Architecture Product Visualization | None | – | – | – | – | ✔ | – | |
OverviewThe .scn (Caligari Scene) format is TrueSpace's master container. It stores the complete scene graph, including lighting, cameras, skeletal hierarchies, rigging, and keyframe animations, linking individual .cob assets into a final scene. What It StoresThe .scn (Caligari Scene) format is TrueSpace's master scene container. Unlike formats that only hold geometry, .scn stores the complete scene graph, encompassing multiple 3D objects, lighting setups, camera positions, hierarchical linking, skeletal rigging data (bones and IK constraints), and keyframe animation tracks. Primary Use Cases
Strengths
Limitations
Common Software SupportNative support was virtually exclusive to Caligari TrueSpace. Because it stores complex, proprietary scene graphs and mathematical solvers rather than just raw geometry, third-party support was extremely rare. Even professional conversion tools of the era, such as Okino PolyTrans, often struggled to translate .scn rigging and animation data without breaking the hierarchy. Additional NotesThe .scn format perfectly illustrates the "walled garden" architecture of 1990s 3D software. By tightly coupling geometry, rigging, and animation into a single, highly complex proprietary file, Caligari ensured optimal internal performance but inadvertently created massive interoperability bottlenecks for artists trying to move assets into early game engines or competing pipelines. | ||||||||||||
![]() | .SKP | SketchUp | 2000 | Architecture Construction Interior Design | Mesh | ✔ | ✔ | ✔ | – | – | – | |
OverviewSKP is a native proprietary file format associated with Trimble SketchUp. It is designed for fast 3D modeling, especially in architectural workflows, and stores polygonal model data such as edges and faces. What It StoresIt stores 3D geometry such as edges and faces, materials, textures, groups, components, and component-related attributes. It can also store scene-related data such as camera views, styles, shadow settings, section cuts, tag visibility, and geolocation information. Primary Use Cases
Strengths
Limitations
Common Software SupportNative to SketchUp. Supported via plugins or direct import in Lumion, V-Ray, Enscape, Twinmotion, and Autodesk Revit. | ||||||||||||
![]() | .SLDASM | SolidWorks | 1995 | Mechanical Engineering Manufacturing | Parametric B-Rep | ✔ | ✔ | ✔ | ✔ | – | – | |
OverviewThe SLDASM file format is a native SolidWorks Assembly file used in computer-aided design (CAD). It references component part files and subassemblies to define a multi-component CAD assembly. What It StoresIt stores spatial relationships, mates, component hierarchies, and design metadata. It primarily stores assembly definitions and references external component files; correct display usually depends on access to those referenced files. Primary Use Cases
Strengths
Limitations
Common Software SupportSupported by SolidWorks, Autodesk Fusion through AnyCAD workflows, and specialized CAD viewers. | ||||||||||||
![]() | .SLDPRT | SolidWorks | 1995 | Mechanical Engineering Manufacturing | Parametric B-Rep | ✔ | ✔ | ✔ | ✔ | – | – | |
OverviewSLDPRT is the native 3D parametric part file format created by Dassault Systemes for SolidWorks. It is widely used in mechanical engineering, product design, and CAD workflows to build individual components. What It StoresIt stores 3D part geometry and related design data such as features, materials, and metadata; in SolidWorks, it can also preserve parametric history and sketch-based feature definitions. Primary Use Cases
Strengths
Limitations
Common Software SupportSupported by SolidWorks, eDrawings Viewer, Autodesk Fusion, and Autodesk Inventor. | ||||||||||||
![]() | .SPP | Substance File | 2014 | VFX Texturing Game Development | Mesh | ✔ | ✔ | ✔ | – | – | – | |
OverviewAn SPP file is the native proprietary project format used by Adobe Substance 3D Painter, the industry standard for 3D texturing. It is a non-destructive project file used to texture 3D models with PBR workflows. What It StoresThe format stores project information such as the processed source mesh, baked mesh maps, materials, layer data, texture data, and resources used by layers, presets, or brush strokes. High-poly meshes are not included in the project file and are only linked. Primary Use Cases
Strengths
Limitations
Common Software SupportSPP files are primarily authored and edited in Adobe Substance 3D Painter. SPP files may be tracked in production pipelines using asset-management tools. | ||||||||||||
| Icon | Extension | Original Software | Year | Primary Industry | Geometry | UV Maps | Textures | PBR | Animation | Rigging | Open Use | |
![]() | .SPZ | Gaussian Splat | 2024 | Spatial Computing XR (Extended Reality) Game Development | Point Cloud | – | – | – | – | – | ✔ | |
OverviewSPZ is Niantic's compressed file format for 3D Gaussian splats, designed to make splats smaller, easier to share, and faster to load on web and mobile platforms. What It StoresThe format stores 3D Gaussian splat data, including positions, alphas/opacities, colors, scales, rotations, and spherical harmonics. Primary Use Cases
Strengths
Limitations
Common Software SupportSupported by Niantic's open-source SPZ library, Niantic Spatial and Scaniverse workflows, Niantic's web-based SPZ Converter, and PDAL's SPZ reader and writer. | ||||||||||||
![]() | .STEP | CAD Exchange | 1994 | Engineering Aerospace Manufacturing | Parametric B-Rep | – | – | – | – | – | ✔ | |
OverviewThe Standard for the Exchange of Product model data (STEP) format is an ISO 10303 standard designed for the neutral exchange of product model data. It is widely used for sharing precise 3D CAD data between different modeling and manufacturing software applications. The format is commonly saved with either the STEP or STP file extension; these extensions are interchangeable and refer to the same underlying format. What It StoresIt stores highly accurate 3D geometry, including boundary representation geometry, surface data, assembly hierarchies, and, in some application protocols, product manufacturing information. It is not primarily a polygon, texture, or animation format; its main focus is CAD geometry and product data. Primary Use Cases
Strengths
Limitations
Common Software SupportSupported by major CAD platforms like Autodesk Inventor, Autodesk Fusion, SolidWorks, CATIA, Rhino, and FreeCAD. | ||||||||||||
![]() | .STL | Stereolithography | 1987 | 3D Printing CNC Machining Rapid Prototyping | Mesh | – | – | – | – | – | ✔ | |
OverviewSTL (Stereolithography) is a widely used 3D file format originally developed by 3D Systems. It is a widely supported de facto standard in 3D printing and additive manufacturing workflows. What It StoresThe format stores only the surface geometry of a 3D object using triangular facets. It can contain vertex coordinates and facet normals, but omits standard support for color, textures, material properties, rigging, animation, or scene hierarchy data. Primary Use Cases
Strengths
Limitations
Common Software SupportSupported by major CAD applications like SolidWorks and Autodesk Fusion, slicing engines like Cura and PrusaSlicer, and general 3D software tools like Blender. | ||||||||||||
![]() | .STP | CAD Exchange | 1994 | Engineering Manufacturing Architecture | NURBS | – | – | – | – | – | ✔ | |
OverviewThe Standard for the Exchange of Product model data (STP) format is an ISO 10303 standard designed for the neutral exchange of product model data. It is widely used for sharing precise 3D CAD data between different modeling and manufacturing software applications. The format is commonly saved with either the STEP or STP file extension; these extensions are interchangeable and refer to the same underlying format. What It StoresIt stores highly accurate 3D geometry, including boundary representation geometry, surface data, assembly hierarchies, and, in some application protocols, product manufacturing information. It is not primarily a polygon, texture, or animation format; its main focus is CAD geometry and product data. Primary Use Cases
Strengths
Limitations
Common Software SupportSupported by major CAD platforms like Autodesk Inventor, Autodesk Fusion, SolidWorks, CATIA, Rhino, and FreeCAD. | ||||||||||||
![]() | .TBSCENE | Marmoset | 2013 | Character Creation Game Development LookDev | Mesh | ✔ | ✔ | ✔ | ✔ | ✔ | – | |
OverviewThe TBSCENE file format is the proprietary Toolbag Scene format used by Marmoset Toolbag to save all objects and data in the active Toolbag scene. It is used by 3D artists for real-time rendering, material editing, baking, and look development. What It StoresIt stores Toolbag scene data, including scene objects such as meshes, materials, lights, cameras, texture projects, bake projects, shadow catchers, turntables, backdrops, and fog. It can also store mesh attributes such as animation, normals, UVs, vertex color, N-Gons, Sub-D, and displacement, while scene bundles can include referenced assets such as materials, meshes, textures, and skies. Primary Use Cases
Strengths
Limitations
Common Software SupportMarmoset Toolbag natively supports this format. Scene data can be exchanged with other 3D applications through supported import and export formats such as USD, FBX, OBJ, Alembic, DAE, PLY, STL, and Marmoset Mesh. Additional NotesRather than serving as a cross-platform asset format, TBSCENE functions as a Toolbag scene file intended for rendering, baking, texturing, and look development within Marmoset Toolbag. | ||||||||||||
![]() | .TSCN | Godot | 2014 | Game Development | Mesh | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
OverviewThe Text Scene (TSCN) file format is a mostly human-readable file format native to the Godot Engine. It represents a single scene tree inside Godot, storing node trees, layouts, and configuration data within a project. What It StoresIt stores node hierarchies, node properties, script attachments, animation-related scene data, connections, and references to external resources such as meshes, audio files, and textures. Primary Use Cases
Strengths
Limitations
Common Software SupportNatively supported by Godot Engine. Text editors such as VS Code and Notepad++ can open and edit TSCN files as text, but full scene interpretation and validation require Godot. | ||||||||||||
![]() | .U3D | Universal 3D | 2004 | Manufacturing Construction Industrial Design | Mesh | ✔ | ✔ | – | ✔ | ✔ | ✔ | |
OverviewUniversal 3D (U3D) is a standardized, compressed file format designed for the exchange and visualization of 3D data. Developed by the 3D Industry Forum consortium, it is primarily recognized for its ability to embed interactive 3D models directly into PDF documents. What It StoresThe format stores vertex-based geometry, colors, textures, lighting, shading, bones, and transform-based animation. It can also represent related scene information for downstream visualization. Primary Use Cases
Strengths
Limitations
Common Software SupportSupported in Adobe Acrobat and Adobe Reader for interactive 3D PDF viewing, Bluebeam Revu for creating 3D PDFs from U3D files, DAZ Studio for U3D export, and specialized CAD or 3D conversion tools such as CAD Exchanger. | ||||||||||||
![]() | .UASSET | Unreal Engine | 2014 | Game Development Realtime Apps | Mesh | ✔ | ✔ | ✔ | ✔ | ✔ | – | |
OverviewThe UASSET file format is a container used by Unreal Engine to store package data for many engine assets. These files store Unreal Engine asset data generated or saved by the editor from imported or created content, supporting engine-specific runtime and editor workflows. What It StoresIt acts as a package file for diverse asset types, including static and skeletal meshes, textures, materials, Blueprints, and physics assets. It also retains metadata, serialized object properties, and references or dependencies to other project assets. Primary Use Cases
Strengths
Limitations
Common Software SupportNatively supported by Unreal Engine, with limited support in some third-party tools. | ||||||||||||
![]() | .UNITY | Unity | 2005 | Game Development | Mesh | ✔ | ✔ | ✔ | ✔ | ✔ | – | |
OverviewThe UNITY file format is the native scene file used by the Unity game engine. It functions as a collection of GameObjects, settings, and references that define a single level, environment, or menu within a project. What It StoresIt stores scene hierarchy, GameObject and Component data, lighting-related settings, and references to external assets such as meshes and materials. It commonly uses Unity's text-based YAML serialization for human-readable scene files. Primary Use Cases
Strengths
Limitations
Common Software SupportPrimarily supported by the Unity Editor. Version control tools such as Git and Unity Version Control are commonly used to manage these files. Additional NotesBecause UNITY files rely heavily on unique identifiers (GUIDs), moving assets outside the editor can break scene references. | ||||||||||||
![]() | .UNITYPACKAGE | Unity | 2005 | Game Development | Mesh | ✔ | ✔ | ✔ | ✔ | ✔ | – | |
OverviewThe UNITYPACKAGE format is a Unity asset package file used by the Unity Editor to bundle and share assets. It facilitates the seamless transfer of complex resources between different projects while maintaining internal references and metadata. What It StoresIt can contain Unity assets such as 3D models, textures, scripts, shaders, and audio files, along with associated metadata and import settings. It can also preserve Unity-specific assets such as Prefabs and Animator Controllers, along with GUIDs from Unity metadata used to maintain asset references. Primary Use Cases
Strengths
Limitations
Common Software SupportPrimarily supported by the Unity Editor. Limited extraction is possible via third-party utilities, but functional integrity requires the Unity environment. | ||||||||||||
| Icon | Extension | Original Software | Year | Primary Industry | Geometry | UV Maps | Textures | PBR | Animation | Rigging | Open Use | |
![]() | .UPROJECT | Unreal Engine | 2014 | Game Development Realtime Apps | Mesh | ✔ | ✔ | ✔ | ✔ | ✔ | – | |
OverviewA UPROJECT file is a human-readable Unreal Engine project descriptor that contains metadata and configuration used by Unreal Engine to open and manage a project. It acts as the project descriptor that allows the Unreal Editor to identify the engine association, plugins, and associated modules. What It StoresIt commonly stores the engine association, a list of enabled or disabled plugins, and project modules, including module metadata such as loading phase. Primary Use Cases
Strengths
Limitations
Common Software SupportIt is used by Unreal Engine project workflows, including Unreal Engine 4 and 5, Unreal Build Tool, and IDE integrations such as Visual Studio's Unreal Engine project support. | ||||||||||||
![]() | .USD | Pixar Presto | 2012 | VFX Animation Digital Twins | Mesh NURBS | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
OverviewThe Universal Scene Description (USD) is an extensible, high-performance framework developed by Pixar for authoring, reading, streaming, and interchanging 3D scene description. It is designed to handle massive datasets and complex scene hierarchies across distributed pipelines. What It StoresUSD can store geometry, animation, shading, lighting, and other scene description data. Its core strength lies in layers and composition arcs, allowing references, variants, payloads, and non-destructive overrides of scene data. Primary Use Cases
Strengths
Limitations
Common Software SupportSupported natively or via plugins in Houdini, Maya, Blender, Katana, and NVIDIA Omniverse. Additional NotesUSD can support a single composed view of shared scene data, helping multiple departments collaborate without overwriting each other's work. | ||||||||||||
![]() | .USDA | Pixar Presto | 2018 | VFX Animation Digital Twins | Mesh NURBS | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
OverviewUniversal Scene Description ASCII (USDA) is the human-readable ASCII file encoding of Pixar's USD framework. It is widely used in high-end VFX and animation pipelines to facilitate robust scene assembly and collaborative workflows across different software packages. What It StoresUSDA files can contain scene hierarchies, geometry, materials, lights, animation, and metadata. They support non-destructive layering, references, variants, and sparse overrides without changing the original assets. Primary Use Cases
Strengths
Limitations
Common Software SupportSupported natively or through USD plugins and import/export workflows in Maya, Houdini, Blender, Cinema 4D, Unreal Engine, Unity, and NVIDIA Omniverse. Additional NotesUSDA is one of the OpenUSD file encodings and can be converted to USDC or packaged as USDZ when needed. | ||||||||||||
![]() | .USDC | Pixar Presto | 2018 | VFX Animation Digital Twins | Mesh NURBS | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
OverviewUSDC is USD's Crate binary file format, developed by Pixar as part of Universal Scene Description. It is designed for efficient reading, compact storage, and high-performance access to scene description in complex 3D production pipelines and large-scale scene assemblies. What It StoresIt stores USD scene description data including geometry, materials, lights, cameras, animation, and other authored scene data. It supports layers, references, variants, and sparse overrides, allowing scene data to be composed non-destructively. Primary Use Cases
Strengths
Limitations
Common Software SupportWidely supported in Pixar RenderMan, Autodesk Maya, SideFX Houdini, Blender, and NVIDIA Omniverse. Additional NotesUSDC is losslessly and bidirectionally convertible to the USDA text format, but it is optimized for compact storage and efficient access rather than human readability. | ||||||||||||
![]() | .USDZ | Pixar Presto | 2018 | VFX Animation Digital Twins | Mesh NURBS | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
OverviewUSDZ is a zero-compression, unencrypted ZIP archive package format for Universal Scene Description (USD) assets. It is widely used for delivering 3D and augmented reality content on Apple platforms. What It StoresThe format bundles one or more USD files and their referenced assets into a single package. A USDZ package may contain USD, USDA, USDC, PNG, JPEG, M4A, MP3, and WAV files. Primary Use Cases
Strengths
Limitations
Common Software SupportSupported by Apple Quick Look, Reality Composer and Reality Composer Pro workflows, OpenUSD tools, Adobe Substance 3D Painter's USDz export template, and USD-capable DCC or platform workflows with USDZ import/export support. | ||||||||||||
![]() | .VDB | OpenVDB 3D | 2012 | VFX Simulation | Volumetric Grid | – | – | – | ✔ | – | ✔ | |
OverviewOpenVDB (VDB) is an open-source C++ library comprising a hierarchical data structure and tools for the efficient storage and manipulation of sparse volumetric data, with an associated .vdb file format. Originally developed by DreamWorks Animation, it is widely used in high-end visual-effects workflows involving gaseous and volumetric simulations. What It StoresThe format stores sparse volumetric grids, including density, velocity, temperature, and color data. It uses a hierarchical tree-like data structure optimized for sparse grids such as narrow-band level sets and fog volumes, avoiding explicit storage of empty space. Primary Use Cases
Strengths
Limitations
Common Software SupportCommon Software Support Supported by Houdini, Blender, and Cinema 4D for OpenVDB volume workflows. Maya and Katana can use OpenVDB through supported renderer or pipeline integrations such as Arnold, RenderMan, Redshift, or other compatible volume workflows. Major renderers such as Arnold, RenderMan, V-Ray, Redshift, and OctaneRender support OpenVDB grids for volumetric rendering. Unreal Engine supports importing VDB files into Sparse Volume Texture workflows. | ||||||||||||
![]() | .VOX | MagicaVoxel | 2015 | Game Development Voxel Art | Voxel | – | – | – | ✔ | – | ✔ | |
OverviewThe VOX format is the native file format for MagicaVoxel, a lightweight voxel art editor and renderer. It is a RIFF-style binary format designed to store voxel models and scene data. What It StoresIt stores voxel model data as x, y, z, and color index values, with 1 byte for each component. Extended VOX files can also store multiple models, palette data, scene graph information such as transform, group, and shape nodes, and material properties such as diffuse, metal, glass, and emit. Primary Use Cases
Strengths
Limitations
Common Software SupportNatively supported by MagicaVoxel. Blender support is available through the Blender Extensions MagicaVoxel VOX importer, while Unity and Unreal Engine workflows generally require third-party importers or conversion to supported mesh formats. | ||||||||||||
![]() | .VRM | VRM Consortium | 2018 | Vtubing Social VR Metaverse Apps | Mesh | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
OverviewVRM is an open-source, platform-independent file format specifically designed for handling humanoid 3D avatar data. Built on the glTF 2.0 framework, it serves as a standardized bridge for using consistent characters across various VR applications, platforms, games, and avatar workflows. What It StoresThe format encapsulates 3D mesh data, UV maps, textures, and materials. It includes humanoid bone structures, character expressions such as Blend Shape, first-person perspective information, spring bone settings, and metadata such as title, author, and avatar-specific license information. Primary Use Cases
Strengths
Limitations
Common Software SupportSupported by Unity through UniVRM, Blender through the VRM Add-on for Blender, VRoid Studio for VRM export, and VRM-compatible avatar applications such as VSeeFace. | ||||||||||||
![]() | .VROID | VRoid Studio | 2018 | VTubing Character Design Social VR | Mesh | ✔ | ✔ | – | – | ✔ | – | |
OverviewThe VROID format is a file format unique to VRoid Studio, used to save, load, and edit 3D model data in VRoid Studio. It acts as a working file for customizable, anime-style 3D humanoid avatars. What It StoresIt stores editable VRoid model data, including the VRoid base model, hairstyle, costume data, textures, parameters, and related settings used by VRoid Studio. Primary Use Cases
Strengths
Limitations
Common Software SupportPrimarily supported by VRoid Studio. Models are typically exported to VRM for use in VRoid Hub, VRM-compatible applications, and other tools or game engines, often with additional import or conversion steps. | ||||||||||||
![]() | .VRSCENE | V-Ray Renderer | 2013 | Rendering Visualization | Mesh | ✔ | ✔ | ✔ | ✔ | – | – | |
OverviewThe VRSCENE format is a portable ASCII scene file used by V-Ray. It acts as a bridge for sharing scene data across supported V-Ray platforms and host applications. What It StoresIt can store scene descriptions including geometry, lights, shaders, textures, materials, and animation data. Primary Use Cases
Strengths
Limitations
Common Software SupportCommonly supported in V-Ray workflows across host applications such as 3ds Max, Maya, Cinema 4D, SketchUp, Rhino, Revit, Houdini, Blender, and Katana, as well as V-Ray Standalone and Chaos Vantage. | ||||||||||||
| Icon | Extension | Original Software | Year | Primary Industry | Geometry | UV Maps | Textures | PBR | Animation | Rigging | Open Use | |
![]() | .WRL | VRML | 1997 | Electronics Design 3D Printing | Mesh | ✔ | ✔ | – | ✔ | – | ✔ | |
OverviewThe WRL file extension is used for Virtual Reality Modeling Language (VRML) files, a legacy text-based scene description format for interactive 3D worlds. It was primarily created for web browsers to render 3D scenes before the advent of modern web graphics standards. What It StoresIt stores 3D polygonal geometry, vertex positions, normals, surface colors, material properties, textures, lighting, and viewpoint configurations. It can also contain animation and interactive behaviors, including scripted actions, sensors, and event routing. Primary Use Cases
Strengths
Limitations
Common Software Support3ds Max has documented VRML97/WRL import and export support. Blender's Web3D X3D/VRML2 add-on supports WRL import and X3D export, not WRL export. SolidWorks supports VRML/WRL import and export, while some specialized 3D printing workflows use WRL for color-capable model exchange. | ||||||||||||
![]() | .X_B | Parasolid Kernel | 1988 | CAD Engineering | B-Rep | – | – | – | – | – | – | |
OverviewThe X_B format is the binary Parasolid file format associated with the Parasolid geometric modeling kernel. It is widely used in CAD workflows for precise manufacturing and engineering data exchange. What It StoresIt stores precise Parasolid model geometry, including boundary representation geometry, surfaces, solids, topology, and related model data. Unlike mesh formats, it preserves CAD geometry rather than polygonal approximations, but generally excludes lighting, animation, visual textures, feature history, and parametric constraints. Primary Use Cases
Strengths
Limitations
Common Software SupportSupported by Parasolid-based CAD/CAM systems such as Siemens NX, Solid Edge, SolidWorks, and Mastercam. Autodesk Fusion supports Parasolid Binary (X_B) in eligible license workflows, while other CAD tools may support Parasolid import/export depending on version and translator availability. | ||||||||||||
![]() | .X_T | Parasolid Kernel | 1988 | CAD Engineering | B-Rep | – | – | – | – | – | – | |
OverviewThe X_T format is the Parasolid text file format associated with the Parasolid geometric modeling kernel. It is primarily used for high-fidelity data exchange between engineering and manufacturing software. What It StoresIt stores precise boundary representation geometry, including solids, surfaces, curves, wireframes, and topological relationships. It can also retain color and component names in assemblies when supported by the exporting and importing systems. Primary Use Cases
Strengths
Limitations
Common Software SupportNative to Siemens NX and Solid Edge. Supported by Parasolid-based CAD/CAM systems such as SolidWorks and Mastercam, and by other CAD tools through Parasolid import/export or translation workflows, including Autodesk Fusion in eligible license workflows. | ||||||||||||
![]() | .X3D | VRML | 2001 | CAD Engineering Medical Imaging | Mesh NURBS | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
OverviewExtensible 3D (X3D) is a royalty-free ISO standard for representing and communicating 3D scenes and objects. It serves as the successor to Virtual Reality Modeling Language (VRML), providing a framework for web-based 3D graphics, visualization, and interactive 3D applications. What It StoresThe format stores 3D geometry, appearance properties, lighting, and spatial hierarchy. It also supports keyframe animation, Humanoid Animation (HAnim), shaders, and interactive event-driven scripting. Primary Use Cases
Strengths
Limitations
Common Software SupportSupported by Blender through its Web3D X3D/VRML2 import-export add-on, FreeCAD and MeshLab in supported import/export workflows, and Okino PolyTrans for conversion workflows. Web integration is commonly handled through X3DOM or X_ITE. | ||||||||||||
![]() | .XPS | XNALara | 2009 | Artists Hobbyist Animation | Mesh | ✔ | ✔ | – | ✔ | ✔ | – | |
OverviewThe XPS file format is associated with XNALara/XPS character model files used by XNALara and XPS posing software. It gained traction within gaming fan-art communities for posing and rendering game character models. What It StoresIn the XNALara/XPS ecosystem, XPS model files typically contain mesh data, vertex information, UVs, materials, texture references, and skeletal rigging. Primary Use Cases
Strengths
Limitations
Common Software SupportSupported by XNALara and XPS posing software. Blender import and export support is available through community add-ons such as XNALaraMesh, with compatibility depending on Blender version and add-on maintenance. | ||||||||||||
![]() | .XSI | Softimage | 1999 | Film Production Game Development | Mesh | ✔ | ✔ | – | ✔ | ✔ | – | |
OverviewThe dotXSI (XSI) format is a 3D scene data exchange format developed for Softimage, later acquired by Autodesk. It was used in legacy production pipelines, including game development and film-related workflows, for exchanging scene and asset data. What It StoresIt stores scene data such as models, characters, animation, hierarchies, materials, and user data; support for additional data types may vary by version and software implementation. It supports character and animation data used in rigged-character workflows, though the exact deformation and animation fields depend on the exporter/importer version. Primary Use Cases
Strengths
Limitations
Common Software SupportHistorically supported by Autodesk Softimage. Crosswalk-enabled 3ds Max and Maya installations could read dotXSI through the Crosswalk plug-ins. Third-party or legacy tool support should be verified per application version and plugin documentation. | ||||||||||||
![]() | .YDD | RAGE | 2013 | Game Development | Mesh | ✔ | ✔ | ✔ | ✔ | ✔ | – | |
OverviewThe YDD file format is a proprietary GTA V asset container known as a Drawable Dictionary, used in Rockstar Advanced Game Engine (RAGE)-based asset workflows. It is commonly used in GTA V character and clothing modding workflows, especially for ped components, ped props, and other drawable collections. What It StoresYDD files store collections of GTA V drawable objects, commonly including ped components, ped props, clothing models, LOD models, mesh minimaps, and instanced props, depending on the asset type and workflow. Primary Use Cases
Strengths
Limitations
Common Software SupportSupported by community GTA V modding tools such as OpenIV, CodeWalker, Sollumz, and Durty Cloth Tool. Blender workflows commonly use Sollumz together with CodeWalker XML export/import, while Durty Cloth Tool focuses on GTA V clothing and tattoo pack workflows. | ||||||||||||
![]() | .ZPAC | MarvelousDesigner | 2010 | Fashion Apparel Design | Mesh 2D Pattern | ✔ | ✔ | ✔ | – | – | – | |
OverviewThe ZPAC format is a proprietary garment file format used by CLO 3D and Marvelous Designer. It stores garment-related data for digital clothing workflows, including 3D garments, 2D patterns, fabrics, and related garment materials. What It StoresA ZPAC file contains garment-related data such as 3D garments, 2D patterns, sewing information, fabrics, and subsidiary materials. It may also save selected garment and trim information, depending on what is included when the garment file is saved. Primary Use Cases
Strengths
Limitations
Common Software SupportPrimarily supported by CLO 3D and Marvelous Designer. | ||||||||||||
![]() | .ZPR | ZBrush | 2009 | Digital Sculpting VFX 3D Printing | Mesh | ✔ | ✔ | ✔ | ✔ | ✔ | – | |
OverviewThe ZPR format is the native, proprietary project file used by Pixologic ZBrush. It acts as a comprehensive container that preserves the entire creative environment, including multiple subtools, undo history, and custom settings. What It StoresIt contains loaded Tools and SubTools, high-resolution sculpting data, layers, polypaint information, canvas document information, assigned materials, lighting and rendering-related project data, timeline animation, and undo history when enabled. Primary Use Cases
Strengths
Limitations
Common Software SupportPrimarily supported by Maxon ZBrush. It cannot be opened directly in standard DCC tools like Blender or Maya without exporting to an interchange format. | ||||||||||||
![]() | .ZPRJ | MarvelousDesigner | 2010 | Fashion Apparel Design | Mesh 2D Pattern | ✔ | ✔ | ✔ | ✔ | ✔ | – | |
OverviewThe ZPRJ format is the proprietary project file type for Marvelous Designer and CLO 3D. It compresses the various files used for garment creation into one project file, integrating garment, avatar, scene, and simulation-related data. What It StoresThis format contains avatar-related data from an AVT file, garment-related data from a ZPAC file, and animation data if animation is present. This can include avatar data, accessories, arrangement bounding volumes, arrangement points, avatar size, poses, 3D garments, 2D patterns, fabrics, subsidiary materials, 3D environment settings, and user-set simulation options. Primary Use Cases
Strengths
Limitations
Common Software SupportNative to Marvelous Designer and CLO 3D. Assets are typically exported to interchange formats such as OBJ, FBX, Alembic, USD, glTF/GLB, or other supported formats for use in external DCC tools, renderers, or game engines | ||||||||||||
![]() | .ZTL | ZBrush | 1999 | Digital Sculpting VFX Game Development | Mesh | ✔ | ✔ | ✔ | – | – | – | |
OverviewThe ZTL format is the proprietary ZBrush Tool file format used by Maxon ZBrush. It is primarily used to save a selected Tool, including its SubTools and sculpting-related model data. What It StoresIt stores ZBrush Tool data such as high-resolution polygon geometry, SubTools, subdivision levels when present, PolyPaint, masking, layers, UV and texture-related data, and Tool-specific settings such as FiberMesh-related data when used. Primary Use Cases
Strengths
Limitations
Common Software SupportPrimarily supported by Maxon ZBrush and ZBrushCore. External workflows typically require exporting to interchange formats or using ZBrush bridge workflows such as GoZ, rather than opening ZTL files directly in standard DCC tools. | ||||||||||||




