Blendkit expands to Maya, Godot and Rhino

Blendkit opens its asset library to Maya, Godot and Rhino through free open-source plugins, although the integrations remain early-stage software.
A dark-themed Blendkit asset library webpage displays a wide green hero banner with small 3D animal and landscape scenes, the headline “Evergrowing 3D asset library integrated into Blender,” and a purple info card on the right. Below, a grid of asset thumbnails shows mountains, a cabin, a neon flaming bird, a lush stream, pink flowers, and a seaside building, with filters and search controls across the top.

For those who don’t know the tool: Blendkit, formerly BlenderKit, is a cloud-backed library of models, materials, scenes, HDRIs, brushes and other CG assets built around direct integration with DCC software. Its established Blender add-on handles searching, downloading and placing assets inside the DCC, while new integrations extend the service to Autodesk Maya, Rhino and Godot Engine.

Blendkit moves beyond Blender

Blendkit has extended its online 3D asset service beyond Blender with free plugins for Autodesk Maya, Rhino 8 and Godot Engine. The three integrations give artists new ways to search, transfer and place assets from the same library, but they should not yet be confused with mature production-certified connectors.

Blendkit describes the Maya and Rhino integrations as early alpha software, while the Godot plugin is also explicitly labelled alpha AND experimental. This is therefore an expansion of the service’s host integrations rather than a claim of equivalent workflow maturity across all four applications.

The library itself combines free and paid content. At the time of writing, Blendkit’s live pricing page lists 22,874 models, 37,273 materials, 1,067 scenes, 4,906 HDRIs and 1,260 brushes in its Free tier. Those five categories alone total more than 67,000 assets.

The paid catalogue is considerably larger. Blendkit currently lists 80,056 models, 37,273 materials, 4,442 scenes, 14,427 HDRIs and 6,682 brushes for its Full and Business plans. Asset counts are dynamic, so the service’s current figures are more useful than freezing the catalogue at a launch-day number.

Maya gets an integrated browser

The Blendkit for Maya plugin brings library browsing directly into Autodesk’s DCC. Artists can search the Blendkit catalogue inside Maya and drag assets into the viewport. Existing Full Plan subscribers can use the same subscription with both the Blender and Maya integrations. Get the plugin here: GitHub releases.

https://public.blenderkit.com/images/Blendkit_in_Maya_small.format-webp.webp

Installation is straightforward by Maya standards. The plugin archive is extracted into a Maya modules directory, Maya is restarted, and maya_plugin.py is enabled through the application’s Plug-in Manager. The plugin can then check automatically for updates, with users able to opt into additional alpha builds.

Blendkit explains that assets arrive in .blend format and the Maya integration uses Blender in the background to convert those assets to USD. The Maya artist does not need to operate Blender manually, but Blender is nevertheless part of the data path. That matters in a managed production environment. A studio deploying the Maya connector now has another executable and version dependency to account for in workstation builds, security policies and upgrade testing. The plugin may be artist-facing, but the conversion mechanism is very much a pipeline concern.

It also means that Blendkit’s Maya support is not the same thing as maintaining an entirely native Maya version of every asset in the catalogue. The software is translating source content into a format Maya can consume.

Rhino goes through glTF

The Rhino integration takes a similar approach but targets a different interchange format. Inside Rhino 8, Blendkit provides a dockable asset interface with search, categories, ratings and bookmarks. Artists can drag assets into the viewport or place them at a selected point. Repeated placement of the same model can use shared Rhino block instances rather than loading another independent copy.

https://public.blenderkit.com/images/Rhino_FullHD.2e16d0ba.fill-768x432.format-webp.webp

Downloaded assets begin as .blend files. The plugin then converts them in the background to .glb, the binary form of glTF, before importing them into Rhino. Materials are converted into Rhino’s native PBR material system. That is convenient, but it is not a promise of shader equivalence.

Blendkit explicitly warns that Rhino cannot reproduce complete Blender Cycles node graphs. Materials can therefore look different after conversion, particularly when the source asset relies on complex procedural shading rather than straightforward texture-driven PBR parameters.

That limitation is more important than whether the model technically opens. For look development, architectural visualisation or design work heading towards final rendering, geometric transfer and visual fidelity are separate questions.

A mesh may arrive intact while procedural texture generation, displacement or more elaborate node relationships do not. Production users should plan for material inspection and possible rebuilding rather than treating successful import as proof of visual parity. Blendkit also recommends lower-polygon meshes because Rhino handles mesh data relatively slowly. The plugin can strip source materials entirely and apply a default white material when that is preferable for modelling or design workflows.

Rhino 8 is required. Blendkit lists Windows and macOS support, including Apple Silicon. Installation takes place through Rhino’s Package Manager by searching for Blendkit, installing it and restarting Rhino. Blender is again required locally because it performs the source conversion. The artist does not have to launch Blender manually, but removing Blender from the workstation also removes an essential component of this particular asset pipeline.

The Rhino plugin is open source and remains in early alpha. Uploading assets from Rhino is not currently part of the integration; Blendkit directs users to its Blender add-on for uploads.

https://public.blenderkit.com/images/blendkit_godot_viewpo.2e16d0ba.fill-768x432.format-webp.webp

Godot uses the Blendkit Client

The Godot integration uses a different workflow. Instead of reproducing the complete Blendkit catalogue browser inside the editor, artists can browse the Blendkit website in a web browser and use a Send to Godot function to transfer an asset into the active project.

The plugin requires Godot Engine 4 and supports Linux and Windows. Blendkit lists x86-64 and Arm64 architectures. Its current documentation describes macOS as untested and notes that signing work is planned, so macOS should not be treated as a supported deployment platform at this stage.

https://public.blenderkit.com/images/blendkit_godot_dock.7beec540.fill-768x768.format-webp.webp

The current public Godot release is version 0.6.1, released on 1 July 2026. That update was a small bug-fix release correcting missing resource UID files in the distributed package. The Godot architecture uses a local Blendkit Client to communicate between the editor integration and Blendkit’s online services. The open-source repository describes the plugin as a mechanism that developers can build additional processing and pipeline logic around rather than a closed asset importer.

Open source does not mean CC0 assets

There is an important licensing distinction between the plugins and the content they access. The new integrations are open-source software, but the entire Blendkit asset catalogue is not thereby open source or public domain. Blendkit currently uses two asset licensing models: Royalty Free and CC0.

According to Blendkit’s licensing documentation, assets under both models can be used commercially and incorporated into higher-level derivative works. Its Royalty Free licence does not permit an asset to be resold in essentially the same form. Blendkit specifically gives examples including selling a 3D model as a 3D model or redistributing it within an asset pack or marketplace game level.

CC0 assets have the broader reuse rights associated with the CC0 public-domain dedication. That distinction matters particularly in game production, virtual production packages and template-based work. Being allowed to ship an asset as part of a finished game or image does not necessarily grant permission to redistribute the underlying model as reusable stock content.

Studios should therefore preserve the licence information associated with individual downloaded assets. “Free download” is a pricing description, not an asset-management policy.

Free, Full and Business

Blendkit currently offers three service tiers. The Free plan is priced at $0 per month and includes the free portion of the library plus 200 MiB of private storage.

The Full plan is currently listed at $9.90 per month per seat. Blendkit states that this tier applies to companies with five or fewer employees and yearly revenue of $100,000 or less. It includes access to the complete catalogue, 2 GiB of private storage and extra add-ons. The pricing page identifies it as a recurring payment.

The Business plan costs $29 per month per seat and applies to companies with more than five employees or yearly revenue above $100,000. It includes the complete catalogue, extra add-ons and 100 GiB of private storage, again as a recurring payment.

Blendkit also states that 75 percent of subscription fees go to asset creators and open-source development.

https://www.blendkit.com/news/blendkit_beyond_-blender/
https://www.blendkit.com/blendkit-for-maya/
https://www.blendkit.com/blendkit-for-rhino/
https://www.blendkit.com/blendkit-in-godot/
https://www.blendkit.com/docs/licenses/
https://www.blendkit.com/plans/pricing/
https://github.com/BlenderKit/bk_maya/releases
https://github.com/BlenderKit/bk_godot
https://github.com/BlenderKit/bk_godot/releases
https://github.com/BlenderKit/blendkit-rhino
https://github.com/BlenderKit/BlenderKit/releases

ProductBlendkit
DeveloperBlendkit, formerly BlenderKit
Maya release0.1.2608071515, released 7 August 2026
Maya statusEarly alpha
Maya workflowDirect library browsing and drag-and-drop; Blender 5.0+ performs background .blend to USD conversion
Rhino compatibilityRhino 8 on Windows and macOS, including Apple Silicon
Rhino workflow.blend assets converted to .glb; materials converted to Rhino PBR materials
Rhino statusEarly alpha
Godot release0.6.1, released 1 July 2026
Godot compatibilityGodot Engine 4; Linux and Windows; x86-64 and Arm64
Godot statusAlpha and experimental
Plugin licensingGodot plugin distributed under GPLv2; new integrations described by Blendkit as free and open source
Asset licencesRoyalty Free and CC0
Free library22,874 models; 37,273 materials; 1,067 scenes; 4,906 HDRIs; 1,260 brushes
DownloadBlendkit integrations
DocumentationMaya, Rhino, Godot
PricingFree: $0/month. Full: $9.90/month per seat for companies with ≤5 employees and ≤$100,000 yearly revenue. Business: $29/month per seat for companies with >5 employees or >$100,000 yearly revenue. Full and Business are recurring payments.