If there are translations and rotations on the model when we import then these will cause unexpected movement to occur when we try to transform the models inside Unity. For each model we need to ensure that the transformations are reset to be at the origin and that the rotations are all zeroed and the scale is at one. So, this required creating and importing the bottle model and the textured plinth model. This shows the models as the final result as shown in my HoloLens Unity project
![blender 3d model blender 3d model](https://blenderbasecamp.com/wp-content/uploads/2021/07/Untitled-design-8.jpg)
I will explain how I created the 3D models I used in my presentation at Future Decoded 2016.
#Blender 3d model software
Now, 3D software can be particularly complex and Blender is no different in this respect so this post is not meant as an in-depth tutorial but more to give a flavour of how some simple tasks can be achieved. If you are lucky the company you are working with will already have a catalogue of 3D models to use as a starting point or you can look through the Unity Asset Store or one of the many online 3D model catalogues to source free or paid models such as TurboSquid.
![blender 3d model blender 3d model](https://images.saymedia-content.com/.image/t_share/MTc1MDE0MDg1MjgzNDIzOTc2/how-to-make-models-for-3d-printing.jpg)
There are many ways to source 3D models for use in HoloLens projects if you are a developer working with 3D artists then you just need to agree an interchange format, the scale of the scene and a process that ensures that transformations are initialised correctly on export. Also, for this post I will be using Blender for Windows (I used version 2.77) which is a free download here See for links to get all of the tools to get started with HoloLens development.