Convert GLB to OBJ Online — DCC Tool Compatible

Convert GLB (glTF binary) models to OBJ format for editing in Maya, Blender, 3ds Max, and other digital content creation (DCC) tools. GLB is optimized for Web3D and real-time rendering. OBJ is the universal interchange format for professional 3D software.

Information Loss Warning: This conversion direction has high information loss. GLB's PBR materials, animations, and scene hierarchy will be flattened. Only geometry and basic textures are preserved.

Process locally in your browser using WebAssembly — no upload, instant download.

Drag GLB file here, or click to upload

Supports .glb files up to 50MB

Technical Details

Information Loss Alert

This is one of the most lossy conversion directions. Geometry is preserved. PBR materials are downgraded to basic Phong/Blinn. Base color textures are extracted as external files, but normal maps, occlusion maps, and emissive maps are lost. Animations are completely lost (OBJ is static). Scene hierarchy is flattened to a flat list of groups.

Multi-Mesh Handling

If the GLB contains multiple objects, the OBJ will have separate groups ("o ObjectName"). In Blender, you'll see all objects listed separately in the Outliner. Parent-child relationships are lost.

Common Use Cases

Edit Web Assets in DCC Tools

Downloaded a model from Sketchfab or a Three.js demo? Convert GLB to OBJ to edit in Blender, Maya, or 3ds Max. Common edits: UV unwrapping, high-poly sculpting, boolean operations.

Game Asset Portability

Convert Unity WebGL or Godot HTML5 exported GLB models back to OBJ for engine-native formats or cross-engine workflows.

Archiving Web3D Projects

Archive WebXR or Three.js projects in OBJ format for long-term compatibility. OBJ has been stable since the 1990s -- it's the "PDF of 3D".

GLB vs OBJ: Quick Comparison

FeatureGLBOBJ
GeometryTriangles (optimized)Polygons (quads, n-gons)
MaterialsPBR (metallic-roughness)Phong/Blinn (.mtl)
AnimationsSupportedNot supported
Scene HierarchySupportedFlattened (groups only)
Primary UseWeb3D, AR/VRModeling, DCC workflows
File SizeSmall (binary, Draco)Larger (text-based)

Use GLB for Web3D, AR/VR, and file size efficiency. Use OBJ for traditional DCC workflows, archival, and universal compatibility.

Frequently Asked Questions

No. OBJ is a static format. Animations and morph targets are lost. The OBJ exports the mesh in its rest pose (frame 0). To preserve animations, convert GLB to FBX using Blender, or edit GLB directly in Blender.
PBR materials are downgraded to basic Phong/Blinn (.mtl): Base color texture becomes diffuse map, metallic-roughness is approximated as specular. Normal maps, occlusion maps, and emissive maps are lost. The model will look flatter than the original GLB.
No. The OBJ will have separate groups (denoted by "o ObjectName"). When you import to Blender, you'll see all objects listed separately in the Outliner. Parent-child relationships are lost and need to be re-established manually.
Yes. Maya has native OBJ import (File > Import > OBJ). Materials may need manual reassignment since Maya's material system differs from glTF PBR. Check Maya's sourceimages folder for imported textures.
The .mtl file references external texture files. Ensure: (1) Textures are in the same directory as the OBJ/MTL, (2) File names match the .mtl references (case-sensitive on Linux/Mac), (3) Use PNG or JPG format.

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