Free tool · nothing is stored

Studmill Scale Fixer

Mesh too big in Roblox? Imported microscopic? Roblox measures in studs (1 stud = 0.28 m), so a unit mistake in your exporter turns a crate into a building. Drop the file, type the size you want in studs, and download a Studio ZIP that measures exactly that, on a bottom-center pivot, with the texture mapped.

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.

Scale questions, answered

How do I make a mesh the right size in Roblox?

Roblox measures everything in studs, and 1 stud is 0.28 meters. Measure your mesh's bounding box, decide the size you want in studs, and scale every vertex by that ratio. This tool does it for you: drop the file, type the target size, and download a Studio ZIP whose bounding box matches that size exactly.

Why did my model import 100x too big?

A unit mismatch in the exporter, almost always FBX: FBX stores centimeters while most tools model in meters, so Studio reads the raw numbers and the mesh arrives about 100x too large. The reverse mistake (exporting at 0.01 scale) produces microscopic meshes instead. Either way the geometry is fine, only its units are wrong, which is exactly what this tool corrects.

Does resizing keep the shape and texture?

Yes. By default the mesh is scaled uniformly, so the aspect ratio is preserved and only the size changes. UVs, normals, material names and face order are passed through untouched, and the ZIP includes the texture so Studio maps it the same way. Exact X/Y/Z mode is the exception: matching three different dimensions stretches the mesh on purpose.

Is the pivot fixed too?

Yes. The exported OBJ is normalized to a bottom-center pivot: the base sits at Y = 0 and the mesh is centered on X/Z, so it drops onto whatever surface you click in Studio. The receipt reports the original pivot offset in studs so you can see what was corrected.

What size should a Roblox prop be?

Reference sizes: a baseplate grid square is 4 × 4 studs, a crate is 2 to 4 studs, a character is about 5 studs tall, a door is roughly 4 × 7 studs. Anything over 1024 studs or under 0.02 studs is almost always an export-scale mistake, not a design choice.

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