Sollumz vs Zmodeler3: Documented Capabilities Side by Side
Two tools dominate FiveM vehicle export. Here is a documented comparison sourced from each project's own materials, with no opinion-as-fact mixed in.
If you are picking a tool for the GTA V export step of a vehicle build, the two most common choices in 2026 are Sollumz (open-source Blender addon) and Zmodeler3 (paid standalone editor with native GTA support). This post compares them strictly on documented capabilities from each project's own sources - what each one says it does, with no opinion-as-fact filling in the gaps.
Sollumz: from the project README
From the Sollumz GitHub repository: "Blender plugin to import, export, or create GTA V assets."
Documented file format support:
- YDR (drawables)
- YDD (drawable dictionaries)
- YFT (fragments / vehicles)
- YBN (bounds / collision)
- YTYP (type definitions)
- YCD (clip dictionaries / animations)
- YMAP (map placement, with partial support)
Documented features:
- Import and export of all listed formats
- Automatic texture loading
- Vertex colors
- Bones and weights
- Animations
- Custom normals
- Shader editing
- Creating or modifying vehicles and dynamic props
License: GPL-3.0. Free.
Requires: Blender 4.0 or newer.
Zmodeler3: from public documentation
Per the Wikipedia article on Zmodeler: "Initially released in the early 2000s, ZModeler has become a popular tool among modders and game developers for building custom vehicles, characters, and other in-game assets." Developed by Oleg Melashenko.
Latest stable version per Wikipedia: 3.3.1 (Build 1242), released May 26, 2024.
Documented format support includes GTA-series formats. For GTA V specifically, third-party tutorials and the Zmodeler forum confirm support for .yft (fragments / vehicle models) and .ytd (texture dictionaries).
Native project file format: .z3d.
License: per Wikipedia, "Since version 2, ZModeler is no longer offered as a feature-rich freeware." Classified as "Trialware" - users can test the tool but full activation including format import/export filters requires purchase.
What Sollumz documentation does NOT explicitly claim
Looking at the Sollumz README, several things are not in the documented feature list:
- Direct YMT / metadata file editing (vehicles.meta, handling.meta still edited as text outside Sollumz)
- Audio asset (.awc) support
- Built-in LOD chain auto-generation tools (the README does not call this out specifically; it lists "creating or modifying vehicles" but does not detail LOD-chain workflow)
What Zmodeler3 has been documented to do well
Per third-party documentation and the Zmodeler forum's GTA V import/export thread, Zmodeler3 has been used heavily for:
- Direct YFT export with proper bone hierarchy
- LOD chain generation (the L0/_hi.yft and L1-L4/.yft pair)
- Tuning slot dummy management (the mod_* dummies that surface in LS Customs)
- Collision (.col) generation
Where they overlap
Both tools can:
- Export YFT vehicle models
- Set up bone hierarchies
- Handle texture references / UV mapping
- Edit shader assignments
The decision rubric
Going strictly by the documented capabilities and license model:
- If you want a free, open-source tool inside Blender's modeling environment: Sollumz fits the documented description.
- If you want a tool with longer-established GTA-format pedigree and are willing to pay for the activation: Zmodeler3 has a documented track record back to the GTA III era.
- If you are doing significant Blender modeling work anyway: Sollumz lets you avoid switching tools at the export stage.
- If you are coming from older Zmodeler workflows or following older tutorials: Zmodeler3 keeps you on the path most existing tutorials assume.
What I cannot tell you from documentation alone
Both tools have nuances that only show up in actual use - export quirks, edge-case bugs, specific feature limitations. Neither project's documentation perfectly covers every case. The Sollumz Discord and the Zmodeler3 forum are where these are discussed by working users.
Sources
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