Free tool · nothing is stored

Mesh too big in Roblox Studio

Imported a prop and it came in the size of a house? That is an export-scale mistake, not a modeling one. Drop the file, set the size you actually want in studs, and download a Studio ZIP that imports at exactly that size with a bottom-center pivot.

Drop your mesh, pick it, or

GLB or OBJ · up to 15 MB · processed in memory, never stored

1 stud = 0.28 m

Roblox measures in studs, exporters measure in meters or centimeters. Every mismatch shows up as a mesh that is 100x too big or invisible-small. This tool converts the file, not just the number.

Shape and texture survive

Uniform resizing leaves the proportions alone. UVs, normals, materials and face order pass through untouched, and the ZIP carries the texture so Studio maps it exactly as before.

Pivot fixed in the same pass

The export is normalized to a bottom-center pivot: base at Y = 0, centered on X/Z. The receipt reports the original offset so you can see what changed.

Mesh too big in Studio: common questions

My mesh imports huge in Roblox Studio. How do I fix it fast?

Drop the file here, type the size you actually want in studs (8 studs long, 7 studs tall) and download the Studio ZIP. The mesh is scaled to match that size exactly and re-pivoted to bottom-center, so you can import it and place it without touching the Scale tool.

Why is my model 100x too big?

FBX unit mismatch. FBX stores centimeters internally, most modeling tools work in meters, and Studio reads the raw numbers. One meter is about 3.57 studs, so the error compounds fast. Exporting GLB avoids it, since glTF is unambiguously meters, and either file type can be corrected here.

Can I resize a MeshPart in Studio instead?

You can scale a MeshPart with the Scale tool, but the result is uniform, it scales around the part's pivot, and it is easy to lose track of the real dimensions. Fixing the file gives you exact studs dimensions and a clean bottom-center pivot that survives re-import and copying between places.

Does the triangle count change when the mesh is resized?

No. Scaling moves vertices and nothing else, so the triangle and vertex counts are identical before and after. If the mesh is also over the 21,000-triangle MeshPart ceiling, that needs a separate decimation pass.

Still diagnosing first? The Mesh Checker reports triangles, stud dimensions and pivot for any GLB or OBJ for free, and the wrong-scale guide covers the Blender export settings that cause most of this.

Common cases: mesh too big in Studio · FBX importing at the wrong scale