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Convert X (DirectX) to GLB Online — Legacy to Modern 3D

Convert X (DirectX) files to GLB (binary glTF) for use in modern web browsers, game engines, and AR/VR applications. This is the recommended path for modernizing legacy DirectX assets.

Last updated Mar 2026

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Drag X (DirectX) file here, or click to upload

Supports .x files up to 150MB

Usually under 3 seconds — depends on file size.

What You Should Know

What Changes During Conversion

Geometry, UV coordinates, and normals are preserved. X format materials are mapped to glTF PBR metallic-roughness (diffuse becomes base color, specular is estimated). Skeletal animations are converted to glTF animation format. Frame hierarchy is converted to glTF node tree. Texture references become embedded textures in the GLB binary.

Modernization Benefits

Converting from X to GLB brings legacy assets into the modern ecosystem: web display (Three.js, model-viewer), AR/VR (WebXR), game engines (Unity, Unreal), and mobile apps. GLB's efficient binary format with embedded textures makes it ideal for web delivery.

X (DirectX) vs GLB: Quick Comparison
FeatureX (DirectX)GLB
MaterialsBasic diffuse/specularPBR metallic-roughness
TexturesExternal referencesEmbedded in binary
AnimationSkeletalSkeletal + morph targets
Web SupportNot supportedNative (Three.js, etc.)
Vertex ColorsNot supportedSupported
EraLate 1990s–2000s2017–present

Convert X to GLB for web display, modern game engines, and AR/VR. This is the recommended modernization path for legacy DirectX assets.

When to Convert X (DirectX) to GLB

Bringing Legacy Assets to the Web

Display legacy DirectX game models on websites using Three.js or Google model-viewer. Perfect for game retrospectives, portfolio showcases, and interactive galleries of classic game art.

Modern Engine Import

Import legacy DirectX assets into Unity, Unreal Engine 5, or Godot via GLB. All these engines have native glTF/GLB support, making this the most efficient modernization path.

AR/VR Content Creation

Bring legacy 3D models into AR/VR experiences. GLB is the native format for WebXR and is widely supported by AR platforms (ARCore, ARKit via USDZ conversion).

Frequently Asked Questions
Skeletal animations are converted to glTF animation format. Simple animations (walk cycles, rotations) transfer well. Complex animation blending and procedural animations may not convert perfectly.
Basic material properties are mapped to glTF PBR metallic-roughness parameters. Diffuse color becomes base color with metallic=0, roughness=1. The result is a reasonable starting point that you can refine in a glTF editor.
Yes. GLB is the standard format for web 3D. Use Three.js, Babylon.js, Google model-viewer, or any glTF viewer to display the model. This is the recommended path for bringing legacy DirectX assets to the modern web.
Load with GLTFLoader: const loader = new THREE.GLTFLoader(); loader.load('model.glb', (gltf) => { scene.add(gltf.scene); }). Add proper lighting (DirectionalLight + AmbientLight or an environment map via RGBELoader) for best results. If the model looks flat or dark, it is a lighting issue, not a conversion problem. The geometry and materials from the X file are correctly embedded in the GLB.
X format uses external texture file references (relative paths). During conversion to GLB, referenced textures are embedded directly into the GLB binary container. If the texture files are not present in the same directory as the .x file during conversion, the GLB will have geometry but missing textures. Ensure texture files are co-located with the .x file before converting.

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