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OBJ to GLB Converter

Modernize OBJ models by converting to GLB with embedded textures. Optimized for fast web 3D rendering and single-file distribution.

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About This Tool

OBJ is a legacy 3D format with separate files for geometry (.obj), materials (.mtl), and textures. Converting to GLB consolidates everything into one optimized binary file — perfect for web-based 3D viewers and AR experiences.

Tips

  • 1Automatically extract model information
  • 2Support mesh optimization and texture embedding
  • 3Real-time 3D preview

How to Use

1

Upload Your OBJ

Drag and drop your OBJ file or click to browse

2

Review Model Info & Settings

Check model information and adjust conversion settings

3

Download GLB

Click convert and download your GLB file instantly

Frequently Asked Questions

Q

How are OBJ materials and textures handled in the GLB output?

A

Materials defined in the MTL file are converted to PBR metallic-roughness materials compatible with the GLTF specification. Texture images referenced by the material are embedded directly into the GLB file.

Q

Does the converter handle OBJ vertex normals?

A

Yes. If the OBJ file includes explicit vertex normals, they are preserved during conversion. If normals are missing, smooth normals are automatically generated based on smoothing group information to maintain surface quality.

Q

Are multiple OBJ objects merged or kept separate?

A

Named object groups in the OBJ file are kept as separate meshes within the GLB, each maintaining its own material assignment. You can access individual sub-meshes in GLB viewers or Three.js.

Q

What coordinate system does the output GLB use?

A

GLB uses the standard GLTF right-handed coordinate system (Y-up). If your original OBJ uses Z-up, you can select the coordinate system conversion option in settings to ensure the model orientation is correct.

Q

Which OBJ material properties are supported?

A

Standard OBJ material properties are supported, including diffuse color, specular color, ambient color, transparency, and various texture maps (diffuse map, normal map, etc.). These are converted to PBR materials in the GLB output.

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