---
title: "3D Model Texture Compression"
description: "Compress embedded textures in GLB, GLTF, OBJ, and FBX: resize and convert to WebP/JPEG/KTX2. Local processing, output keeps original format."
toolId: "model-texture-compression"
category: "optimization"
subgroup: "compression-general"
subgroupName: "3D Model Compression"
url: "https://any3d.cc/en-US/tools/model-texture-compression"
markdown: "https://any3d.cc/llm/tools/model-texture-compression.md"
---

# 3D Model Texture Compression

Resize, convert, and compress model textures for lighter models without modifying geometry.

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

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

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

## Overview

Detects textures in GLB, GLTF, OBJ, and FBX, then resizes and re-encodes them (WebP, JPEG, PNG, or KTX2). Geometry is left as-is. Output stays the same as the input; GLB/GLTF export optimized GLB. STL/PLY have no textures, use vertex compression instead. Texture processing is local.

## Tips

- Inputs: GLB, GLTF, OBJ, FBX, original format out
- Resize to 256, 4096px or keep original size
- WebP / JPEG / PNG / KTX2 or keep original encoding

## 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 / Output

- **Extension:** Model
- **Full Name:** 3D Model
- **Type:** 3D Model
- **Format:** Various 3D Formats
- **Tools:** [Three.js](https://threejs.org), [Babylon.js](https://www.babylonjs.com)
- **Open With:** Windows 3D Viewer, [Blender](https://www.blender.org)
- **Description:** Supports many 3D formats (GLB, GLTF, OBJ, FBX, STL, etc.). Drag and drop to view.
- **Supported Features:**
  - Real-time GPU-accelerated rendering via WebGL
  - Orbit controls: rotate, pan, zoom
  - Wireframe and shaded display modes
  - Model info panel with vertex/face counts
  - Animation playback for animated formats
- **Notes:**
  - Supports 20+ 3D model formats
  - Associate texture files (MTL, images) can be uploaded alongside the main model
  - All processing is local, so files never leave your browser

## How to use

### 1. Upload your model

Drag in GLB, GLTF, OBJ, or FBX; textures are detected and listed automatically.

### 2. Set size and encoding

Choose the target size (256-4096px or keep original) and output encoding (WebP, JPEG, PNG, KTX2, or keep the original).

### 3. Download the result

Download the compressed model: geometry stays untouched and GLB/GLTF export as optimized GLB; STL/PLY have no textures, use vertex compression instead.

## FAQ

### Which model formats support texture compression?

GLB, GLTF, OBJ, and FBX. STL and PLY carry no textures, so for those use vertex compression or the full model compression tool instead.

### Which textures are processed?

All maps detected in the model: diffuse/albedo, normal, roughness, metallic, ambient occlusion, emissive, and other textures. Each is resized and re-encoded with the same settings, and references are updated automatically.

### Texture-only vs full compression?

Texture-only leaves mesh topology untouched and only optimizes the maps. To also simplify geometry and add Meshopt/Draco for glTF output, use the full model compression tool.

### Is the output file a ZIP?

Not necessarily. GLB/GLTF inputs export a single GLB file; OBJ outputs an OBJ package (ZIP with the new MTL and maps); FBX stays FBX and is packaged as ZIP when textures are stored separately.

### Which output format should I choose?

WebP offers the best size/quality balance for the web. JPEG suits photo-like diffuse maps without transparency; PNG is lossless and keeps alpha, ideal for normal maps. KTX2 adds GPU-fast loading in engines with KTX2 support.

### What texture size should I use for a model?

For most web applications 1024px or 2048px is sufficient; going below 1024px can make details visibly soft. The original size option keeps full resolution, useful for close-up viewing or archival quality.

### Is Any3D completely free?

Yes, Any3D's core features are free to use forever. We provide format conversion, model optimization, and online preview at no cost, with no registration required.

### Are my files uploaded to your servers?

No. Files you select are processed only in your browser on this device, so they never leave your device and are never sent to our servers. We don't store any user files; after processing, related data in browser memory is released.

### Do I need to install software?

No installation required. Any3D is entirely browser-based; just open the webpage to use all features. It works on Windows, Mac, Linux, and other major operating systems.

### Is there a file size limit?

The processing capacity depends on your device performance and the model's vertex count and texture complexity, rather than file size alone. We impose no file size limit, but when a model exceeds what your device can handle, the page may lag or even crash.
