OBJ to GLB converter: the materials and the textures kept

Drop an .obj and get one .glb file, converted in Blender on our server. The trip keeps the materials and the textures; nothing the source holds is lost on the way. Free, no account, nothing to install.

Free · no account neededNeed a VRM avatar instead? →

How do I convert OBJ to GLB?

Drop the file on this page, wait while the server converts it, and download one .glb file.

  1. 1Choose an .obj, or a zip of the folder that holds it with its textures. Files up to 100 MB.
  2. 2The converter opens it in Blender on our server and writes GLB. Most files take under a minute; the page shows the result in 3D when it is done.
  3. 3Download one .glb file. The upload and the result are deleted 3 days later.
In:
.obj (zipped with .mtl and images)
Out:
one .glb file
Keeps:
the materials and the textures
Cost:
free, no account

    What survives the trip

    An OBJ never travels alone: the materials are in a sibling .mtl and the images beside that. Upload a zip of the folder and the materials come through; upload the .obj alone and the mesh arrives grey.

    The result is one .glb with the geometry packed inside it, and the materials and images where the source has them, in metres and Y-up as glTF defines. The source has no skeleton, so none is written.

    OBJ and GLB do not hold the same things, and the page says so before you upload: the trip keeps the materials and the textures, and nothing the source holds is lost on the way. GLB is what web viewers, three.js, model-viewer, Godot, Unity and Unreal importers read without a plug-in.

    What this conversion cannot do

    Measured on real files, not assumed. Everything below is a property of the formats or of the pipeline, and knowing it beforehand is cheaper than discovering it in your 3D tool.

    The .mtl and the images have to come along

    An .obj carries geometry and texture coordinates and nothing else; the materials live in the .mtl it names, and the images in files the .mtl names. Zip all three together. An .obj on its own converts, but to an untextured mesh.

    Vertex counts go up, triangle counts do not

    glTF stores one vertex per unique position, normal and texture coordinate, so a hard edge or a UV seam splits a shared vertex into two or three. A viewer that counts vertices will show more than your 3D tool did; the triangle count is the one that means the same on both sides.

    Uploads stop at 100 MB

    A larger file is refused before anything is uploaded. Decimate a dense mesh or shrink the textures in your 3D tool first; neither changes the format.

    Frequently asked questions

    Why is the result grey?

    The .obj was uploaded without its .mtl and images, or the .mtl names images that were not in the zip. Put the .obj, the .mtl and the image files in one zip and upload that.

    Do I get a .glb or a .gltf?

    A .glb, the single-file form. Every viewer and engine that reads .gltf reads .glb, and there is no folder to keep together.

    Is anything uploaded, and for how long?

    Yes: the file you drop goes to our server in New York, is converted there, and both the upload and the result are deleted 3 days after the conversion. Nothing is shared with anyone.

    Can I look at the OBJ first?

    Yes, without uploading anything: the OBJ viewer draws it in your browser. Open the OBJ viewer →

    Can this become a VTuber avatar?

    Not as it is: an avatar needs a skeleton, skin weights and a face that moves, and an .obj has none of them. Rig and texture the model in Blender first, then convert the rigged file to VRM.

    The other format pairs

    All 50 are free, all run the same pipeline, and all say what they drop.

    Only want to look at the file? GLB viewer, FBX viewer and OBJ viewer all run on your own device — nothing is uploaded.

    Is your model going into VTubing?

    An .obj is a surface without a skeleton, so no converter can make a VRM avatar out of it directly. Rigged and textured in Blender, the same model converts to VRM on the FBX to VRM converter, with the bones mapped onto the VRM humanoid.

    Open the VRM converter

    More tools for this format