Free GLB optimizer. Compress GLB files in your browser.
Drop a GLB, glTF, STL or OBJ file and get an optimized .glb back, with a report on what makes it heavy.
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How to reduce a GLB file's size
Most of a GLB's weight is textures and uncompressed vertex data, so those are the first things to cut. Five steps, and what this tool does with each.
01Compress the geometry
Meshopt or Draco compression stores vertex data at reduced precision and packs it, often cutting geometry to a fraction of its size.
This tool: the Web preset applies Meshopt.
02Index and merge vertices
Exports from CAD and some DCC tools write every triangle corner separately. Merging identical vertices and duplicate data removes that repetition without changing the shape.
This tool: done on both presets.
03Shrink the textures
Textures are usually most of a model's weight. Size them to what the camera needs, often 2048 px or less, and convert them to WebP or KTX2.
This tool: flags the heavy ones; resize them in your asset pipeline.
04Remove what nothing uses
Unused materials, accessors and buffers survive many exports and still add bytes.
This tool: removed on both presets.
05Simplify the mesh last
Decimation lowers the triangle count but changes the shape, so how far to go depends on how close the camera gets.
This tool: not done; it is a modeling decision.
What it checks
The numbers that decide whether a model loads fast and renders right in a web viewer, a configurator or a 3D printer.
- Size and complexity
- File size, triangles, vertices, meshes and materials, before and after optimization.
- Textures
- Every texture's resolution and size, with the ones above 2048 px or 1 MB flagged. Textures are usually most of a model's weight.
- Non-manifold edges
- Edges shared by three or more faces. They break 3D printing and boolean operations and often shade badly.
- Open (boundary) edges
- Edges with only one face, so you know whether the mesh is watertight. Split UV and normal seams are welded first, so they do not count as holes.
- Normals
- Mesh parts without normals, and triangles whose normals point against their winding (inverted).
- Degenerate triangles
- Zero-area triangles: two corners on the same point, or all three on one line.
How it works
Four steps, all of them on your device.
01Read
The file is read in a Web Worker on your device with glTF-Transform, an open-source glTF library. STL and OBJ are converted to glTF first.
02Check
Vertices are merged by position, then every edge is counted by how many faces share it: one face is an open edge, three or more is non-manifold. Each face is compared with its normals and its area.
03Optimize
Duplicate data is merged, missing normals are filled, vertices are indexed and unused data is removed. Names, empty nodes, UVs and textures are kept, since a configurator looks parts up by name. The Web preset then compresses geometry with meshoptimizer; the compatibility preset writes plain glTF 2.0 geometry.
04Compare and download
You get the before/after numbers, a 3D preview of both versions with a wireframe view, and the optimized .glb.
Why file size matters for a sales tool: read why load time is a sales metric.
Questions about the GLB optimizer.
What it does with your file, and what it deliberately leaves alone.
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