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Convert OBJ to GLB — Web3D & AR Ready, No Upload

OBJ was designed in the 1990s for offline rendering. GLB was designed in the 2010s for the web. If you're putting a 3D model on a webpage, into an AR experience, or onto a product page, GLB is the format everything expects — Three.js, Babylon.js, model-viewer, Unity WebGL, Shopify 3D, Meta Quest browser. OBJ is none of those things.

Last updated Mar 2026

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Drag OBJ file here (with MTL & textures), or upload a ZIP

Supports .obj files (+ .mtl, textures, or .zip) up to 150MB

Usually under 3 seconds — depends on file size.

What You Should Know

Material Conversion: What Transfers and What Doesn't

OBJ materials (.mtl) use the Phong/Blinn shading model from the '80s. GLB uses physically-based rendering (PBR metallic-roughness), the standard for modern real-time engines. The converter maps: Kd (diffuse color) → baseColorFactor, map_Kd (diffuse texture) → baseColorTexture, d/Tr (transparency) → alphaMode. Specular (Ks) is approximated as inverse roughness, which works reasonably well for non-metallic surfaces. What gets lost or degraded: specular maps (map_Ks) have no direct PBR equivalent, bump maps (bump/map_bump) are approximated as normal maps (close but not identical), and ambient occlusion has no MTL source. If your model relies on complex specular highlights or reflection maps, plan to fine-tune the PBR parameters after conversion — gltf.report is a free browser tool that lets you edit GLB material properties visually.

Geometry and File Size

GLB files are typically 30-50% smaller than the equivalent OBJ + MTL + textures, because GLB uses binary encoding for geometry (vs OBJ's text-based vertex/face lists) and embeds textures directly. A 15 MB OBJ (text) with 5 MB of textures might become a single 12 MB GLB. If that's still too large for web delivery, post-process with Draco compression: npx @gltf-transform/cli optimize model.glb compressed.glb --compress draco — this typically cuts geometry size by 60-80% with no visible quality loss. Quad and n-gon faces are automatically triangulated. A model with 50K quad faces becomes ~100K triangles. This doesn't change the visual appearance but does increase the internal triangle count, which matters for WebGL draw call budgets on mobile devices.

OBJ vs GLB: Quick Comparison
FeatureOBJGLB
GeometryPolygons (quads, n-gons)Triangles (optimized)
MaterialsPhong/Blinn (.mtl)PBR (metallic-roughness)
TexturesExternal image filesEmbedded in binary
AnimationsNot supportedSupported
Primary UseModeling, interchangeWeb3D, AR/VR
Load SpeedSlow (multiple requests)Fast (single binary)

Use OBJ for modeling and universal DCC compatibility. Use GLB for final delivery to Web3D, AR/VR, and real-time applications.

When to Convert OBJ to GLB

Three.js Product Configurator

Building a product configurator (furniture, shoes, jewelry)? The typical pipeline: model in Blender or Maya, export OBJ for archival/interchange, convert to GLB here for web deployment. Load with Three.js GLTFLoader, swap materials programmatically for color options (mesh.material.color.set("#FF0000")), and render with an environment map for realistic reflections. Most product configurator GLBs should be under 3 MB for acceptable mobile load times.

Shopify and E-commerce 3D

Shopify's native 3D viewer accepts GLB files up to 15 MB. Upload your converted GLB in the product admin under Media, and customers get an interactive 3D preview with AR try-on on mobile (iOS Quick Look, Android Scene Viewer). The conversion from OBJ to GLB is mandatory — Shopify doesn't accept OBJ. For best results: keep textures at 2048x2048, total file under 5 MB, and test on both iOS Safari and Chrome Android.

model-viewer AR Preview

Google's model-viewer component turns a GLB into an interactive 3D viewer with two lines of HTML — no JavaScript required. Add the ar attribute and mobile users can place the model in their room via AR. This works on iOS (Quick Look, requires a USDZ fallback for best results) and Android (Scene Viewer, native GLB support). For product pages, this means customers can see your product at real scale in their space before buying.

WebXR Experiences

Building a VR gallery or AR training app? GLB is the native asset format for WebXR. Unlike FBX or proprietary formats, GLB works across Meta Quest Browser, iOS Safari, Chrome Android, and desktop VR — one format, all platforms. The OBJ-to-GLB conversion is the bridge between your traditional 3D modeling pipeline and the immersive web.

Frequently Asked Questions
They're the same format — glTF is the spec, GLB is the packaging. A .gltf file is human-readable JSON plus separate .bin (geometry) and texture files, sometimes 5-10 files for one model. A .glb file packs everything into a single binary container. For production, GLB wins every time: one HTTP request instead of many, no broken texture paths, no CORS headaches serving separate files. The only reason to use .gltf is debugging — you can open it in a text editor and read the scene graph. This converter outputs GLB because that's what you actually deploy.
Partially, and it's worth understanding what changes. OBJ uses the old Phong/Blinn shading model (.mtl file). GLB uses physically-based rendering (PBR metallic-roughness). The converter maps diffuse color (Kd) to baseColorFactor, diffuse texture (map_Kd) to baseColorTexture, and approximates specular (Ks) as roughness. What gets lost: specular maps, bump maps are approximated as normal maps (not identical), and ambient occlusion doesn't have a direct MTL equivalent. If your OBJ has a simple color or diffuse texture, the GLB will look nearly identical. If it relies on complex Phong specular highlights, you'll want to tweak the PBR parameters in Blender or gltf.report after conversion.
Yes — import GLTFLoader from three/addons, call loader.load("model.glb", callback), and add the scene to your Three.js scene. But here's the gotcha that trips up every beginner: the model looks flat gray or washed out. That's because PBR materials need proper lighting to look right. At minimum, add a DirectionalLight and an AmbientLight. For realistic results, use an environment map: new RGBELoader().load("studio.hdr", (texture) => { scene.environment = texture; }). The environment map provides reflections and ambient lighting that PBR materials are designed for. Without it, metallic surfaces look like matte plastic.
Almost always lighting, occasionally tone mapping. Blender's viewport uses its own HDRI for lighting and applies filmic color management. Your Three.js scene probably has basic lights and linear tone mapping. Fix: (1) Add an environment map to your Three.js scene (scene.environment = hdrTexture). (2) Set renderer.toneMapping = THREE.ACESFilmicToneMapping and renderer.toneMappingExposure = 1.0 — this matches Blender's filmic look. (3) Set renderer.outputColorSpace = THREE.SRGBColorSpace. After these three changes, the visual match is usually within 5%. If metallic surfaces still look wrong, check that roughness values transferred correctly — open the GLB in gltf.report to inspect material parameters.
Upload a ZIP file containing your .obj, .mtl, and all texture images (PNG/JPG). The converter reads the .mtl file to find texture references and embeds them into the GLB. Important: the texture filenames in the .mtl must match the actual files exactly (case-sensitive). If your .mtl says "map_Kd wood_diffuse.png" but the file is named "Wood_Diffuse.PNG", it won't be found. Common fix: open the .mtl in a text editor, check the map_Kd/map_Ks/bump lines, and rename files to match. If you're exporting from Blender, use "Copy" path mode in the OBJ export dialog to bundle textures.
Google's model-viewer web component. Add one script tag and one HTML element: <script type="module" src="https://ajax.googleapis.com/ajax/libs/model-viewer/3.5.0/model-viewer.min.js"></script> then <model-viewer src="model.glb" alt="3D model" auto-rotate camera-controls shadow-intensity="1" style="width:100%;height:400px"></model-viewer>. For AR on mobile, add the attributes ar ar-modes="webxr scene-viewer quick-look" — this enables AR preview on both iOS (Quick Look) and Android (Scene Viewer) with zero additional code. For e-commerce, add poster="preview.webp" so users see a static image while the 3D model loads.
Under 5 MB for most use cases. A 1 MB GLB loads in ~0.4s on a typical broadband connection; 5 MB takes ~2s; 15 MB and you're losing mobile users. The biggest contributor to file size is usually textures, not geometry. A 100K-triangle mesh is only ~2 MB of geometry, but a single 4096x4096 PNG texture can be 15+ MB uncompressed. Optimization checklist: (1) Resize textures to 1024x1024 or 2048x2048 max, (2) Use JPEG or WebP instead of PNG for photos (the converter embeds the original format), (3) Apply Draco compression with gltf-transform: npx @gltf-transform/cli optimize input.glb output.glb --compress draco — this typically reduces geometry size by 60-80%. After all optimizations, most product visualization GLBs land at 1-3 MB.

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