Max Texture Size
Default1024px
Clamp all textures to this maximum dimension, reducing texture memory and file size.
Shrink embedded GLB textures without changing geometry.
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Automatically detects embedded textures in GLB, scales them to the selected size, and converts them to WebP/JPEG/PNG/KTX2. Geometry and animations remain unchanged. Outputs a single-file optimized GLB, processed entirely locally in your browser.
Default1024px
Clamp all textures to this maximum dimension, reducing texture memory and file size.
DefaultWebP
Convert textures to a more efficient format. WebP offers excellent compression and wide browser support.
Default0.75
Range0.1 – 1 · step 0.05
Sets the compression quality for WebP and JPEG formats.
ETC1S produces smaller files, ideal for diffuse maps. UASTC preserves more detail, recommended for normal maps.
Drop a GLB with textures
Inspect detected maps
Set size/format/quality and compress
No. Texture compression only resizes and re-encodes the embedded images; the mesh, animation, and node hierarchy stay untouched. To reduce geometry as well, use GLB vertex compression or the full model compression tool.
WebP, JPEG, PNG, and KTX2, or keep the original encoding. KTX2 can be written in ETC1S mode (smaller, good for mobile) or UASTC mode (sharper, higher quality). Choose the format in the settings before compressing.
It depends on the size preset and the quality slider. Downscaling lowers resolution and a low quality value makes lossy compression more visible. Keeping the original size with quality at 80% or above is effectively lossless for most textures.
JPEG has no alpha channel. Textures with transparency are automatically kept as PNG instead of being flattened to black, so glass, leaves, and decals keep their transparency in the output GLB.
KTX2 shines in real-time 3D (WebGL games, AR/VR), where the GPU decodes textures directly and load times matter. ETC1S keeps it small, UASTC keeps it sharp; both need a KTX2-capable loader such as Three.js KTX2Loader or Babylon.js. For general viewing and editing, WebP or JPEG are more compatible.
Textures are often the largest part of a GLB. Resizing to 1024px and encoding as WebP typically cuts embedded texture bytes by 60-80%. Combined with geometry compression, the whole file drops dramatically.