Export failures are almost never exporter bugs. They are prep that did not happen, repeated once per asset: an unapplied scale, an origin at the bounding-box centre, a material called Material.003, an axis convention that differs from the one the last batch used. These pieces are the checklist and the reasoning behind each item, plus how to audit a scene against a convention instead of checking objects one at a time.
Judging image to 3D for game assets means polycount, UVs, texel density, pivots and engine import, not the render. The checklist that matters.
7 min readBlender batch export to FBX and glTF: the scale, axis, naming and material rules that stop assets breaking in Unreal, Unity and Godot.
6 min readLooking for the full set? The AI agent for Blender pillar collects every automation guide, and the blog carries the rest.