Vertex colors stay with your model when you export from Blender and import into most 3D software, but the import settings matter

Vertex colors are color data painted directly onto individual vertices of your mesh in Blender. When you export your model and bring it into another program — whether that's a game engine, rendering software, or another 3D application — those colors can come with it, but only if you export in the right format and the receiving software knows to look for them. The most reliable formats are FBX and GLTF/GLB, and most modern 3D software will read vertex colors from these files by default.

The process has three parts: making sure your vertex colors are actually in your Blender file, exporting them in a format that carries that data, and then importing with the right settings so the receiving software doesn't discard them.

Key Takeaways

  • Vertex colors in Blender are stored in a color attribute on your mesh, and you can check they exist by opening the Attribute panel in the Shader Editor or the Geometry panel in the properties.
  • FBX and GLTF/GLB formats both carry vertex color data; OBJ does not, so avoid OBJ if you need colors to transfer.
  • When exporting from Blender, enable "Vertex Colors" in the export options for FBX, or leave the default settings for GLTF since it includes colors automatically.
  • In your receiving software, check the import settings to confirm vertex colors are being read — some programs require you to enable a specific option or create a material that uses the color data.

Checking that your vertex colors exist in Blender

Before you export, verify that your model actually has vertex color data attached. Open your model in Blender and select the mesh object. Switch to the Shading workspace (top menu, or press the Shading tab if you have it open). In the Shader Editor on the left, look for the Attribute node — if you have vertex colors, they will be stored as an attribute with a name like "Col" or "Color".

Alternatively, go to the properties panel on the right side of the screen, find the green triangle icon (Geometry properties), and scroll down to the Attributes section. You should see your color attribute listed there. If nothing appears in either place, your vertex colors have not been painted or saved to the mesh. Go back to the Paint mode and use the Vertex Paint tool to add colors, or check that you saved your work after painting.

Exporting from Blender in FBX format

FBX is the most widely supported format for vertex colors across different software. In Blender, go to File > Export > Autodesk FBX (.fbx). Choose a location and filename, then click Export FBX.

In the export options panel that appears on the right, look for the Geometry section. Make sure the checkbox next to "Vertex Colors" is checked. You can leave most other settings at their defaults unless you have a specific reason to change them — for example, if your receiving software expects a particular scale or rotation. Click Export FBX to save the file.

Exporting from Blender in GLTF/GLB format

GLTF (and its binary variant GLB) is increasingly common, especially for web-based 3D viewers and some game engines. Go to File > Export > glTF 2.0 (.glb/.gltf). Choose your filename and location, then click Export glTF 2.0.

GLTF includes vertex colors by default, so you do not need to enable a separate option. The export dialog will show format choices — GLB is a single binary file, while glTF creates a folder with separate texture and data files. GLB is simpler to move around. Leave the other settings at their defaults unless you have a specific need, then click Export glTF 2.0.

Importing into game engines and 3D software

When you import your FBX or GLTF file into another program, the vertex colors should be present in the mesh data. However, they will not be visible unless the material or shader is set up to use them.

In Unreal Engine, import your FBX file normally. The vertex colors will be in the mesh. Create a material and in the material graph, use a Vertex Color node connected to the Base Color input (or any other input where you want the color to show). In Unity, import the FBX or GLTF file, then create a material with a shader that reads vertex colors — the Standard shader does not use them by default, so you may need to write a custom shader or use a third-party shader that supports vertex colors. In Blender itself, if you import an FBX with vertex colors, they will appear as an attribute on the imported mesh and can be used in the Shader Editor the same way.

If your software has import settings, look for an option like "Import Vertex Colors" or "Read Vertex Attributes" and make sure it is enabled. Some software turns this on automatically; others require you to check it manually.

Why vertex colors sometimes do not transfer

The most common reason vertex colors disappear is that you exported in OBJ format. OBJ does not support vertex colors at all — it only carries geometry, UV coordinates, and normals. If you need colors to transfer, use FBX or GLTF instead.

The second reason is that the receiving software imported the file but the material is not set up to display the colors. The data is there in the mesh, but if the shader or material does not reference the vertex color attribute, you will see only the default material color. Check your material settings and make sure a Vertex Color node (or equivalent) is connected to an input that affects the final appearance.

A third possibility is that your Blender file has multiple color attributes and you exported the wrong one. In the Attribute panel, you can see all attributes on your mesh. If you have more than one, make sure the one you want is the active attribute before exporting — it will have a dot next to its name.

Frequently Asked Questions

Can I export vertex colors from Blender to OBJ?

No. OBJ format does not support vertex colors. If you need colors to transfer, export as FBX or GLTF instead. OBJ can only carry geometry, normals, and UV data.

My vertex colors imported but they look wrong — too dark or washed out

This usually means the material is blending the vertex colors with other inputs. Check your shader — if you have a Base Color texture and a Vertex Color node both connected, they may be multiplying together. Try connecting only the Vertex Color node to see the pure colors, or adjust the material blend mode.

How do I know if my software actually imported the vertex colors?

Open the mesh in your software and look at the material or shader. If a Vertex Color node or attribute is listed and connected to something visible, the colors are there. If the mesh looks like a single flat color, either the colors did not import or the material is not using them.

Do I need to bake vertex colors before exporting?

No. Vertex colors painted in Blender's Vertex Paint mode are already baked into the mesh data. You can export them directly without any extra steps.

What if I want to export vertex colors and textures together?

Both FBX and GLTF can carry textures and vertex colors at the same time. Export normally with both enabled. In your receiving software, set up the material to use both — typically the texture goes into Base Color and the vertex colors multiply or overlay on top.