OBJ Texture Compression

Shrink OBJ textures, geometry unchanged.

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About This Tool

Optimizes the texture maps referenced by an OBJ/MTL model. Geometry stays untouched. Maps are re-encoded as lossless PNG, or JPEG when selected, then re-linked in a new MTL and delivered as an OBJ package (ZIP).

Tips

  • 1Upload OBJ, MTL, and textures together
  • 2Maps become PNG (JPEG if selected)
  • 3Download as an OBJ package (ZIP)

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

DefaultKeep Original Format

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

JPEG
PNG
Keep Original Format

Quality

Default0.75

Range0.1 – 1 · step 0.05

Sets the compression quality for WebP and JPEG formats.

Format Information

Input / Output

Extension:
obj
Full Name:
Wavefront OBJ
Type:
3D Model
Format:
OBJ
Tools:
BlenderMaya3ds Max
Description:
OBJ is an open 3D geometry format introduced by Wavefront in the 1980s. It uses human-readable text to record vertices, normals, UV coordinates, and face connections, and is supported by nearly all 3D software, making it a safe choice for cross-software mesh exchange. Materials and textures are usually defined in an accompanying .mtl file, which must be placed in the same directory. OBJ does not contain animation or skeleton data, only static meshes. It is not suitable as a final format for character animation workflows. Additionally, the text encoding makes large model files bulky and complex scenes load slowly. For single-file delivery with embedded textures, GLB is a better option.

Notes:

  • MTL file must stay with OBJ file for materials
  • No support for animation or skeletons

Supported Features:

  • Human-readable text format
  • Separate geometry (.obj) and material (.mtl) files
  • Universal software support
  • UV coordinates and normal preservation

How to Use

1

Upload Model

Drag in OBJ, MTL, and textures

2

Review Textures

Inspect the maps

3

Configure & Compress

Compress and download

Frequently Asked Questions

View all FAQs
Q

Is the output still OBJ?

A

Yes. The download stays OBJ instead of being forced into GLB. You get an OBJ package (ZIP) with the updated MTL and compressed maps, so your existing OBJ pipeline keeps working.

Q

What format will the textures become?

A

Maps are re-encoded as lossless PNG by default, or JPEG when you choose it. WebP and KTX2 are not available for OBJ output because OBJ stores classic external bitmap files, not embedded image data.

Q

Will the MTL be updated?

A

Yes. A new MTL is generated and points to the compressed maps. The relative relationship between the OBJ and its textures is preserved, so after unzipping, the model still finds its textures.

Q

Does OBJ output support WebP/KTX2?

A

No. OBJ external textures are limited to JPEG and PNG; WebP and KTX2 are used only for GLB/GLTF output. PNG is the safe default for quality, JPEG when file size matters more.

Q

Is there a quality slider for OBJ textures?

A

Yes. The quality slider controls how aggressive lossy compression is. The default PNG output is lossless; if you switch to JPEG, keep quality at 80% or above to avoid banding on gradients.

Q

When should I keep PNG instead of JPEG?

A

Keep PNG for normal, roughness, metallic, and alpha maps: lossless encoding avoids shading artifacts. JPEG works well for photo-like diffuse/albedo maps where file size matters more than exact pixels.

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