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
.ydror.yftformats - 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)#
- Open ZModeler3 and import your model (e.g.,
.ydror.yft).
- In the Scene Nodes Browser, expand Structure and enable L0 to show the mesh.
-
Delete unnecessary nodes:
-
Export as FBX →
File > Export > FBX- Keep the default up-axis unless your 3D app uses a different one
🎨 3️⃣ Export Textures#
- In ZModeler, open Texture Browser
- Select all textures → Save → choose DDS format
- Convert
.ddstextures to.pngusing a free converter such as 👉 EzyZip DDS → PNG
🧩 4️⃣ Relink Textures in Your 3D App#
- Import the exported
.fbxinto Blender, Maya, or 3ds Max - Check each material slot — they may still point to
.ddstextures
- Replace every
.ddsreference with the corresponding.pngtexture
- 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.
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#
- Export your cleaned asset again as FBX
- In Unreal Engine 5:
- Import the
.fbxinto your project - Verify scale looks correct
- Import the
- 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.










