What output format is used?
Extracted textures keep their original embedded format. PNG is the default, and JPEG is also available. The tool does not recompress or transcode, so the original resolution and dimensions are preserved exactly.
Extract all embedded textures from a single GLB file at original resolution.
or click to browse, paste supported
GLB files often pack textures into a single container. This page reads and exports those embedded textures, making it easy to reuse color, normal, roughness, and other channels in your own projects.
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.
Extracted textures keep their original embedded format. PNG is the default, and JPEG is also available. The tool does not recompress or transcode, so the original resolution and dimensions are preserved exactly.
Missing textures usually mean the GLB file didn't embed any images, or they are externally referenced. Make sure your GLB contains embedded textures; this tool only reads internal data.
No. The tool reads the raw texture data directly from the GLB file, so the extracted images keep the exact same resolution and quality as the originals. No recompression or scaling occurs.
Textures are extracted using their original names inside the GLB, preserving suffixes like '_baseColor' or '_normal'. If multiple textures share the same name, they are numbered sequentially to avoid overwriting.
GLB is a self-contained binary format, so in practice all images are packed inside the file and this tool reads them directly. External references are theoretically possible but very rare; if a GLB yields no textures, it simply contains none.
Yes. After editing the extracted images, use the GLB Texture Compression tool to re-encode and re-embed the maps (WebP/JPEG/PNG/KTX2) into a single GLB. Alternatively, assign the edited maps to the model in Blender and export a new GLB.
Export every texture as original-resolution PNG and download them in a single ZIP. This is the default download action.
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.
Merge every material into a single GLB file for one-shot import of the full material set.
Download the currently selected texture as lossless PNG at original resolution. KTX2 compressed maps are converted to PNG automatically.
Export the selected material as a standalone mesh-free GLB for reuse in Blender, Unity, Unreal, and similar tools.
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.
Filter the sidebar list by material name or texture file name.
Filter by map slot such as diffuse, normal, roughness, metalness, emissive, or AO. Shown only when the model has more than one slot type.
Inspect material type (for example Standard PBR), base color, metalness, roughness, and other scalar or color fields. Copy individual rows or export full JSON.
Inspect resolution, color space, wrap mode, filter mode, and anisotropy sampling parameters.
Preview the material on a 3D sphere with HDR environment lighting to judge maps and PBR parameters at a glance.
Toggle wireframe and solid rendering in the model preview to inspect mesh topology.