---
title: "GLTF Texture Compression"
description: "Compress GLTF/GLB model textures to WebP/JPEG/PNG/KTX2, textures 60-80% smaller, geometry unchanged. Fast browser-local processing, no upload."
toolId: "gltf-texture-compression"
category: "optimization"
subgroup: "compression-general"
subgroupName: "3D Model Compression"
url: "https://any3d.cc/en-US/tools/gltf-texture-compression"
markdown: "https://any3d.cc/llm/tools/gltf-texture-compression.md"
---

# GLTF Texture Compression

Optimize GLTF textures and download as an optimized GLB.

**Category:** 3D Model Optimization Tools (`optimization`)
**Subgroup:** 3D Model Compression (`compression-general`)

**HTML:** https://any3d.cc/en-US/tools/gltf-texture-compression

> Runs entirely in the browser. Files are not uploaded to Any3D servers.

## Overview

Upload the .gltf and the textures/.bin from the same directory. Textures are scaled and transcoded while geometry stays unchanged, and the result is packaged into an optimized single-file GLB. Textures are processed locally.

## About Configuration Options

### Texture / Image

- **Max Texture Size** (Default: 1024px): Clamp all textures to this maximum dimension, reducing texture memory and file size.
  - `256` — 256px
  - `512` — 512px
  - `1024` — 1024px (Recommended)
  - `2048` — 2048px
  - `4096` — 4096px
  - `0` — Keep Original Size
- **Texture Format** (Default: WebP): Convert textures to a more efficient format. WebP offers excellent compression and wide browser support.
  - `webp` — WebP (Recommended)
  - `jpeg` — JPEG
  - `png` — PNG
  - `ktx2` — KTX2
  - `original` — Keep Original Format
- **Quality** (Default: 0.75; Range: 0.1 – 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:** gltf, glb
- **Full Name:** GL Transmission Format (glTF 2.0)
- **Type:** 3D Scene
- **Format:** GLTF
- **Tools:** [Three.js](https://threejs.org), [Babylon.js](https://www.babylonjs.com), [Blender](https://www.blender.org)
- **Open With:** [3D Model Viewer](https://any3d.cc/en-US/tools/3dmodel-viewer), [GLTF Viewer](https://any3d.cc/en-US/tools/gltf-viewer)
- **Description:** glTF is an open standard 3D format by Khronos, dubbed the JPEG of 3D. It uses JSON for scene structure, separate .bin for geometry, and independent textures, enabling incremental loading and streaming. glTF 2.0 is the mainstream format for exchanging 3D content across web, mobile, and game engines.

Compared to GLB, glTF uses multiple files, ideal for CDN on-demand loading and resource reuse, but prone to reference loss. For single-file sharing, GLB is more reliable. For fine-grained loading or frequent partial updates, glTF offers flexibility.
- **Supported Features:**
  - Common 3D format
- **Notes:**
  - External resources (.bin, textures) need to be kept together
  - May require additional tooling for CAD workflows

### Output format

- **Extension:** glb
- **Full Name:** GL Transmission Format Binary (Compressed)
- **Type:** 3D Model
- **Format:** Binary (glTF 2.0) with Draco/Texture Compression
- **Tools:** [Three.js](https://threejs.org), [Babylon.js](https://www.babylonjs.com)
- **Open With:** [Draco Decoder Required](https://google.github.io/draco/), [View in 3D Model Viewer](https://any3d.cc/en-US/tools/3dmodel-viewer)
- **Description:** The compressed GLB output uses Draco geometry compression and/or texture optimization to significantly reduce file size while maintaining visual quality.
- **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
- **Notes:**
  - Draco-encoded models require a Draco decoder to render
  - File size can be reduced by 50-90% depending on settings

## FAQ

### Why GLB output?

After texture compression, a single-file GLB is the most practical delivery format: one file to host, one request to load, and no separate .bin or texture files to keep in sync. Everything is embedded automatically.

### Which files need to be uploaded?

Upload the .gltf together with the .bin and all textures it references from the same directory. The tool re-encodes those maps and packages everything into a single-file GLB: companion files are not required for the result.

### Will the geometry change?

No. Only the embedded texture images are resized and transcoded; the mesh, normals, UVs, and animation are preserved exactly. The GLB is a repackaged version of the same scene with lighter images.

### Can texture size be limited?

Yes. Pick a preset of 256, 512, 1024, 2048, or 4096 px, or keep the original size. 1024 or 2048 is enough for most web use; below 1024 fine detail can look soft.

### Will normal maps be affected?

Normal maps are resized and re-encoded like the other textures. For the best surface shading, choose PNG or keep the original encoding: lossy formats like JPEG can bake visible artifacts into normals.

### Does the output GLB work with every glTF viewer?

Yes, GLB is the standard binary glTF container, so the result loads in Three.js, Babylon.js, Blender, and most model viewers. One note: KTX2 textures need a loader with KTX2 support (Three.js KTX2Loader or Babylon.js), while WebP/JPEG/PNG work everywhere.
