GLB → OBJ

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

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

Importing GLB assets into ZBrush, MeshLab, MeshMixer
Preparing 3D-printed minis (slicer software prefers OBJ over GLB)
CAD viewers that don't speak glTF
Photogrammetry pipelines and academic toolchains

Tips

For 3D printing, prefer STL — even simpler than OBJ and slicers love it. We don't output STL but you can drop the OBJ into MeshLab and re-export.
Use OBJ for archival: it's text-based, human-readable, and will outlive most binary formats.
If you need texture maps to come through, ensure your GLB had embedded textures (most do).

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.

Frequently asked questions

Will my textures come through to OBJ?
Yes for diffuse/baseColor and normal maps — they're referenced from the generated .mtl file. PBR-specific maps (roughness, metalness) are dropped because OBJ's material format predates PBR.
Why do I get two files (.obj and .mtl)?
That's how OBJ works — material info lives in a sibling Wavefront MTL file. Keep both files together when sharing or re-importing.
Are animations preserved?
No. OBJ is a static-mesh format. Only the geometry in its bind pose is exported. If you need animations, convert to FBX instead.
Can I open the OBJ in Blender / 3ds Max / Maya?
Yes — OBJ is universally supported. Every major 3D tool, even the niche ones, can import OBJ.

Related conversions

Need to do this from your backend? See the API.