Convert GLB to OBJ
GLB is the modern binary glTF format used by Sketchfab, asset stores and AR libraries. OBJ is the universal 1990s static-mesh format — read by literally every 3D tool ever built. If you need a no-fuss, universally readable static export of a GLB asset, OBJ is the answer.
glb to obj converter · convert .glb to .obj · glb obj online
Drop a file
GLB
.glb
Export
OBJ
.obj
Why convert GLB to OBJ?
GLB is great for runtime engines but terrible for the long tail of 3D software that still ships in 2026: ZBrush plugins, MeshLab pipelines, slicers, CAD viewers, university toolchains. OBJ is the lowest-common-denominator format that every one of them can read. The conversion is straightforward because OBJ is simpler than GLB — there's nothing in OBJ that GLB can't express, and going from "complex" to "simple" is the easy direction.
What you keep: geometry (vertices, faces), UV coordinates, vertex normals, basic materials (exported as a sibling .mtl file), and the multi-mesh scene structure if your GLB has several distinct meshes. What you lose: animations, rigs/skinning, morph targets, PBR-specific maps (roughness, metalness, emissive). OBJ is a static-mesh format — anything that moves, transforms, or has bones is dropped at the door.
This is the right conversion when your downstream tool is older than 2015 or focused on geometry only. If your target is a modern game engine, prefer FBX or stay in GLB.
What survives the GLB → OBJ conversion
Computed automatically from the capabilities of each format.
| Feature | GLB | OBJ | Status |
|---|---|---|---|
| Geometry (vertices & faces) | ✓ | ✓ | Preserved |
| UV texture coordinates | ✓ | ✓ | Preserved |
| Vertex normals | ✓ | ✓ | Preserved |
| Vertex colors | ✓ | — | Lost |
| Basic materials (diffuse, specular) | — | ✓ | N/A |
| PBR materials (metalness/roughness) | ✓ | — | Lost |
| Embedded textures | ✓ | — | Lost |
| Keyframe animations | ✓ | — | Lost |
| Skeletons & rigs (skinning) | ✓ | — | Lost |
| Morph targets / blend shapes | ✓ | — | Lost |
| Multiple meshes in one file | ✓ | ✓ | Preserved |
| Parent/child hierarchy | ✓ | — | Lost |
When you need this conversion
Tips
Common pitfalls
Read these before converting — they save hours of debugging in your engine.
OBJ is static — animations are dropped
If your GLB has skeletal animations or morph targets, only the bind-pose geometry is exported. Need animation? Convert to FBX instead.
You get a .mtl sidecar file
OBJ stores materials in a separate .mtl file referenced by name. Our converter outputs both — keep them together when sharing.
PBR maps are dropped
OBJ's material spec (Wavefront MTL) predates PBR. Diffuse and normal maps survive; roughness, metalness, AO, emissive are ignored.
Triangulated output
GLB only stores triangles (it auto-triangulates on export). The OBJ output is therefore all triangles too — if you needed quads, you'd have needed to start from a different source.