Asmodeus LoungeHow-tos, documentation, images, and video tutorials for importing assets into Dungeon Alchemist from Blender correctly.
Dungeon Alchemist

Using the Asset Importer

Bring your own Blender-built props, scatter and tiles into Dungeon Alchemist using the built-in Asset Importer.

A Blender-built treasure chest being imported into a Dungeon Alchemist map

Step-by-step

  1. 1

    Prepare your asset in Blender

    Model at real-world scale (1 Blender unit = 1 meter), apply transforms (Ctrl + A → All Transforms), and pack textures into the .blend or export them alongside the model.
  2. 2

    Export as FBX, GLB or STL

    File → Export → glTF 2.0 (.glb) is preferred — it bundles geometry, materials and textures into a single file. FBX also works if you need legacy compatibility, and STL is supported for geometry-only assets.
  3. 3

    Open the Asset Importer

    In Dungeon Alchemist, open the menu and choose 'Asset Importer' to launch the standalone import tool.
  4. 4

    Import your file

    Drag your .glb or .fbx into the importer window. Set the asset category (prop, tile, scatter) and adjust scale or pivot if needed.
  5. 5

    Tag and save the asset

    Add tags so it shows up in the right Dungeon Alchemist search results, set a thumbnail, then save to your custom asset library.
  6. 6

    Use it in a map

    Back in Dungeon Alchemist, your custom asset appears in the asset browser under your chosen category — drag it onto the map like any built-in prop.

Pro tips

  • Keep poly counts reasonable (25 meg or less) — Dungeon Alchemist renders many assets at once, so optimize before export.
  • Bake complex shaders to texture in Blender; the importer supports standard PBR maps best.
  • Use a consistent origin point (usually base center) so assets snap predictably to the grid.
  • Dungeon Alchemist Wiki has a more thorough explanation which can be found here.