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OBJ to GLB converter. One file, compressed.

Drop an .obj file and get a single compressed GLB, converted on your device with object names, UVs and normals kept.

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01— The format

What an OBJ file is, and why it is a poor fit for the web

OBJ is a plain-text mesh format from the 1990s that every 3D program reads; it ships as several files with no units and no compression, which is what a web page needs most.

An OBJ file lists vertices (v), texture coordinates (vt), normals (vn) and faces (f) as lines of text, grouped into named objects (o) and groups (g). Materials live in a separate .mtl file, and each texture is a separate image the .mtl points to. Almost every modelling, CAD and scanning tool exports it, which is why it is still the format people reach for.

Those strengths are what make it awkward online. Text is several times larger than the same numbers in binary, and OBJ has no compression. A model is really a folder — .obj, .mtl and images — that has to stay together. OBJ has no unit, so the same file can mean millimeters or meters, and no hierarchy, so parts cannot be nested or moved as a group. Faces can be quads or n-gons, which a GPU cannot draw until they are split into triangles.

GLB solves each of those: one binary file, triangles ready for the GPU, meters by definition, an optional compression extension, and a node tree. Converting is mostly repacking, which is why an OBJ of any real size gets smaller on the way to GLB.

02— Method

How to convert OBJ to GLB

Five steps take an OBJ to a GLB a browser can show. This is the general method, and what this tool does at each step.

  1. 01Parse the text

    Read every vertex, texture coordinate, normal and face, and keep each object or group as its own part, with its name.

    This tool: parses the .obj with three.js's OBJ reader. Each object (o) or group (g) becomes a mesh with its name. Line and point elements are skipped.

  2. 02Triangulate

    Quads and n-gons are split into triangles. For flat, convex faces any split looks the same; a twisted or concave face can come out folded, which is fixed in the modelling tool.

    This tool: splits every face into a fan of triangles from its first corner.

  3. 03Keep or rebuild the normals

    Normals decide whether a surface shades smooth or faceted. An OBJ with vn lines carries the modeller's shading; one without needs them computed.

    This tool: keeps the file's normals; without them, each face gets a flat normal from its winding. UVs are kept.

  4. 04Rebuild the materials

    A full conversion reads the .mtl file and its textures and turns them into glTF's PBR materials, which is approximate: MTL was written for older shading models.

    This tool: does not read .mtl files or textures. Every part gets one neutral grey material, ready to be assigned in your viewer or configurator.

  5. 05Optimize and write the GLB

    Merge duplicate vertices, index them, and compress the geometry so the single file is as small as it can be.

    This tool: merges duplicate data, indexes vertices, removes what nothing uses, then applies Meshopt compression (Web preset) or writes plain glTF 2.0 geometry (Max compatibility).

03— Compared

OBJ and GLB, side by side

Both are mesh formats; GLB is the one built for delivery over a network.

OBJ and GLB, side by side
AspectOBJGLB
FilesThe .obj, plus a .mtl and one image per textureOne file, textures embedded
EncodingPlain textBinary
FacesTriangles, quads or n-gonsTriangles
UnitsNone: the numbers mean whatever the exporter meantAlways meters
HierarchyA flat list of objects and groupsA node tree
MaterialsMTL: diffuse, specular and texture mapsPBR metallic-roughness
CompressionNoneOptional Meshopt or Draco extensions
AnimationNoneSkeletal and morph-target animation
04— Checklist

Before you export the OBJ

Three settings in your modelling or CAD tool decide whether the GLB comes out the right size and shape.

  • Export in meters

    OBJ carries no unit and this tool keeps the numbers as written, which glTF reads as meters. A model exported in millimeters arrives a thousand times too big: set the export scale to meters, or 0.001 from millimeters.

  • Include normals

    Turn on "write normals" so curved surfaces keep the shading you modelled. Without them, every face is shaded flat.

  • Name the parts

    Object and group names become mesh names in the GLB. A configurator finds the part to swap or recolor by its name, so "Seat" beats "Cube.004".

05— FAQ

Questions about the OBJ to GLB converter.

What it does, what it leaves to you, and what it costs.

No. Only the .obj is read, so colors and textures from the .mtl are not carried: every part gets one neutral grey material, and the UV coordinates stay in the GLB so textures can be applied later. If your model needs its materials, export a GLB or FBX directly from your modelling tool.

No. The conversion runs in a Web Worker on your own device; the OBJ never leaves your browser and nothing is sent to SBFS or anyone else. Closing the tab discards it.

OBJ has no unit. The tool keeps the numbers as they are, and glTF reads them as meters, so a model exported in millimeters becomes a model a thousand times larger. Export in meters, or scale by 0.001 on export.

For any model of real size, yes: text becomes binary, shared vertices are stored once, and the Web preset compresses the geometry with Meshopt. A very small OBJ can grow, because a GLB carries a fixed overhead of a few kilobytes; the sample table does. The table under your result shows both sizes.

Yes. Each object (o) or group (g) becomes a mesh with its name, as a flat list, the way the OBJ had them. Vertex colors and smoothing groups are not carried.

OBJ up to 100 MB, and STEP, FBX, STL, glTF and GLB through the same converter. Upload the .obj alone; the .mtl and textures are not needed and not read.

Yes. No sign-up, no email, no watermark and no limit on how many OBJ files you convert. The only cap is 100 MB per file, because the whole text file is parsed in your browser's memory.

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