Will the quality decrease?
No. The tool reads the original texture data directly from the FBX file without recompression or transcoding. The extracted images keep their original quality and data integrity.
Extract diffuse, normal, roughness, and other maps from FBX, supporting both embedded and external references.
or click to browse, paste supported
FBX files can have textures embedded or stored externally. This tool lists common material channels. If textures are external references, place them in the same folder as the FBX or select them together, then download all as a package.
Drag and drop your 3D model file onto the upload area, or click to browse.
Click on materials and textures in the sidebar to preview.
Download individual textures as PNG, or export the material as GLB.
| Option | What it does | Default / range |
|---|---|---|
All textures ZIP | Export every texture as original-resolution PNG and download them in a single ZIP. This is the default download action. | |
Each material as GLB (ZIP) | Export each material as its own mesh-free GLB (material definition + textures only), then pack them into a ZIP, useful for splitting a material library. | |
All materials as one GLB | Merge every material into a single GLB file for one-shot import of the full material set. | |
Single texture PNG | Download the currently selected texture as lossless PNG at original resolution. KTX2 compressed maps are converted to PNG automatically. | |
Single material GLB | Export the selected material as a standalone mesh-free GLB for reuse in Blender, Unity, Unreal, and similar tools. | |
Multi-select materials | Hold Ctrl (Cmd on Mac) and click materials in the sidebar to select several, then batch-download them as a ZIP. Press Esc to clear the selection. |
| Option | What it does | Default / range |
|---|---|---|
Search | Filter the sidebar list by material name or texture file name. | |
Texture type | Filter by map slot such as diffuse, normal, roughness, metalness, emissive, or AO. Shown only when the model has more than one slot type. |
| Option | What it does | Default / range |
|---|---|---|
Material properties | Inspect material type (for example Standard PBR), base color, metalness, roughness, and other scalar or color fields. Copy individual rows or export full JSON. | |
Texture properties | Inspect resolution, color space, wrap mode, filter mode, and anisotropy sampling parameters. | |
Material sphere preview | Preview the material on a 3D sphere with HDR environment lighting to judge maps and PBR parameters at a glance. | |
Wireframe / solid | Toggle wireframe and solid rendering in the model preview to inspect mesh topology. |
No. The tool reads the original texture data directly from the FBX file without recompression or transcoding. The extracted images keep their original quality and data integrity.
Diffuse, normal, roughness, metalness, ambient occlusion, emissive, and other common channels. The tool lists only the channels that actually exist in the file; missing channels are not shown.
Place them together with the FBX before selecting. If the paths can be resolved, they will be included in the package.
The textures are saved in their original formats as embedded in the FBX file, such as PNG, JPEG, TGA, etc. No conversion is performed, ensuring the original quality and data integrity are preserved.
Missing textures usually mean the FBX references external image files whose paths could not be resolved. Check whether the maps are embedded in the FBX or stored separately; if they are external, place them in the same folder as the FBX (or select them together) and run the extraction again.
Yes. Use the extractor to inspect and back up the original maps, then run the FBX Texture Compression tool to shrink the textures inside an FBX: geometry and animations are preserved, so you keep a smaller file that can still be extracted later.
Extraction works on FBX 6.1 (FileVersion 6100) and newer, ASCII or binary. Game assets from around 2010 are often saved as 6.1 and extract normally. Files older than 6.1 are rejected during parsing, so re-export them with current 3D software first.