GLB Texture Compression

Shrink embedded GLB textures without changing geometry.

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About This Tool

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.

Tips

  • 1Geometry unchanged
  • 2WebP / JPEG / PNG / KTX2
  • 3Preview before download

About Configuration Options

Texture / Image

Max Texture Size

Default1024px

Clamp all textures to this maximum dimension, reducing texture memory and file size.

256px
512px
1024pxRecommended
2048px
4096px
Keep Original Size

Texture Format

DefaultWebP

Convert textures to a more efficient format. WebP offers excellent compression and wide browser support.

WebPRecommended
JPEG
PNG
KTX2
Keep Original Format

Quality

Default0.75

Range0.1 – 1 · step 0.05

Sets the compression quality for WebP and JPEG formats.

KTX2 Encoding Mode

ETC1S produces smaller files, ideal for diffuse maps. UASTC preserves more detail, recommended for normal maps.

Format Information

Input format

Extension:
glb
Full Name:
GL Transmission Format Binary (glTF 2.0)
Type:
3D Model
Format:
GLB
Description:
GLB is the binary glTF 2.0 format from Khronos Group, packing meshes, materials, textures, and animations into one file. It is the standard for Web 3D and AR/VR, used by Three.js, Babylon.js, model-viewer, and e-commerce previews for self-contained, reliable distribution. GLB supports PBR materials, skeletal animations, Draco and Meshopt compression, suitable for web, AR, and cross-software use. However, it loses CAD parametric history when tessellated from STEP or native CAD. For 3D printing, use STL or 3MF as slicers cannot import GLB.

Notes:

  • Some 3D printing slicers cannot directly import GLB files
  • Not suitable for CAD parametric editing

Supported Features:

  • Single self-contained binary file
  • PBR material support (base color, metallic, roughness, normal maps)
  • Skeletal animation, skinning, and morph targets
  • Draco mesh compression and KTX2 texture compression
  • Multi-mesh nodes and scene hierarchy

Output format

Extension:
glb
Full Name:
GL Transmission Format Binary (Compressed)
Type:
3D Model
Format:
Binary (glTF 2.0) with Draco/Texture Compression
Description:
The compressed GLB output uses Draco geometry compression and/or texture optimization to significantly reduce file size while maintaining visual quality.

Notes:

  • Draco-encoded models require a Draco decoder to render
  • File size can be reduced by 50-90% depending on settings

Supported Features:

  • Draco geometry compression (up to 90% reduction)
  • WebP/JPEG texture format conversion
  • Mesh simplification with configurable strength
  • Original PBR materials and scene hierarchy preserved

How to Use

1

Upload Model

Drop a GLB with textures

2

Review Textures

Inspect detected maps

3

Configure & Compress

Set size/format/quality and compress

Frequently Asked Questions

View all FAQs
Q

Does this simplify the mesh?

A

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.

Q

What output formats are available?

A

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.

Q

Will image quality decrease?

A

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.

Q

What happens if a transparent texture is converted to JPEG?

A

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.

Q

When is KTX2 a better choice than WebP or JPEG?

A

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.

Q

How much can texture compression shrink my GLB?

A

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.

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