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HELIX is in Early Access Preview. Some features and documentation may be non-functional or out of date.

Convert FiveM Assets to HELIX#

This guide explains how to convert your FiveM assets — such as shells, interiors, and props — into HELIX-compatible assets that can be imported into Unreal Engine and uploaded to the HELIX Vault.

You’ll use ZModeler3 (or a similar converter) to export your meshes, a 3D app like Blender, Maya, or 3ds Max to clean them up, and Unreal Engine to finalize materials and prepare them for packaging.

⚠️ Important:

This tutorial is for FiveM creators converting their own original work.

Do not port copyrighted GTA V assets or any content you don’t own.


🧰 1️⃣ Prerequisites#

If you’ve already created models for FiveM, you likely have everything you need:

  • Blender, Maya, or 3ds Max — your existing modeling tool
  • (Optional) ZModeler 3 — only needed if you originally built or exported vehicles in FiveM using .ydr or .yft formats
  • If that’s your case, follow Steps 2–3 to export FBX + textures, then continue at Step 4.
  • Everyone else can skip straight to Step 4.

🧱 2️⃣ Export the Mesh (FiveM → FBX)#

  1. Open ZModeler3 and import your model (e.g., .ydr or .yft).

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  1. In the Scene Nodes Browser, expand Structure and enable L0 to show the mesh.

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  1. Delete unnecessary nodes:

    • Remove lights, COL (collision) objects, and extra LODs
    • You’ll rebuild collision later in your 3D app or Unreal

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  2. Export as FBXFile > Export > FBX

    • Keep the default up-axis unless your 3D app uses a different one

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🎨 3️⃣ Export Textures#

  1. In ZModeler, open Texture Browser

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  1. Select all textures → Save → choose DDS format

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  1. Convert .dds textures to .png using a free converter such as 👉 EzyZip DDS → PNG

  1. Import the exported .fbx into Blender, Maya, or 3ds Max
  2. Check each material slot — they may still point to .dds textures

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  1. Replace every .dds reference with the corresponding .png texture

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  1. Save or re-export your updated .fbx

If the above texture replacement method doesn't work for you, another way to find the correct texture file for each material is in Zmodeler's Material Browser option, double-click on each material to show its textures.

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In this case, you will need to add the PNG texture in the corresponding material created when you import the mesh on Unreal Engine


🧱 5️⃣ Create or Rebuild Collision#

  • Small props: Unreal can automatically generate convex collision
  • Shells or interiors: build custom UCX_ collision meshes in your 3D app

📺 Reference: Unreal Custom Collision Tutorial

Keep collision geometry low-poly for best performance.


🧰 6️⃣ Import into Unreal Engine#

  1. Export your cleaned asset again as FBX
  2. In Unreal Engine 5:
    • Import the .fbx into your project
    • Verify scale looks correct
  3. Unreal will auto-create materials — convert them into Material Instances for easy tuning

📺 Guide: Creating Material Instances in Unreal


🚀 7️⃣ Verify and Package for HELIX#

Before packaging with the HELIX Creator Kit, confirm:

  • ✅ Textures appear correctly
  • ✅ Collision behaves properly
  • ✅ Scale and pivot alignment look right

Then use the Creator Kit to generate a .pak and upload it to the HELIX Vault. To download and use the HELIX Creator Kit, please see this tutorial.


Summary#

Step Action Tool
1 Import & clean your FiveM model ZModeler 3
2 Export .fbx mesh ZModeler 3
3 Save & convert textures (.dds → .png) ZModeler 3 / EzyZip
4 Relink textures + add collision Blender / Maya / 3ds Max
5 Import & optimize Unreal Engine
6 Package & upload HELIX Creator Kit

💡 Best Practices#

  • Keep texture resolution ≤ 4 K for performance
  • Use proper PBR maps (Base Color, Normal, Roughness, Metallic)
  • Combine smaller props into modular kits
  • Always test in a HELIX World before publishing

🎉 You’re all set!

Your FiveM-created asset is now HELIX-ready — optimized, collision-safe, and ready to share with the community via the HELIX Vault.