glTF → OBJ

Convert glTF to OBJ — strip to static geometry

Strip a modern glTF down to a clean OBJ + .mtl pair. Useful for CAD viewers, photogrammetry tools, slicers — anything that wants static geometry without runtime overhead. Animations, rigs and PBR are dropped on purpose.

gltf to obj converter · convert .gltf to .obj · gltf obj online

Why convert glTF to OBJ?

glTF is the modern runtime format. OBJ is the universal static-geometry format. Going from glTF to OBJ is a deliberate downgrade: you trade animations, rigs and PBR for portability and simplicity. The result reads in every 3D tool ever made.

Geometry, UVs and vertex normals come through. Vertex colors come through where the downstream tool supports them. The material slot is simplified: glTF's baseColor becomes the .mtl diffuse, the baseColorTexture is exported and referenced from the .mtl. PBR-specific maps (roughness, metalness, AO, emissive) are dropped — OBJ's .mtl spec predates PBR.

Useful when: feeding glTF stock into ZBrush, MeshLab, MeshMixer, slicer software, photogrammetry pipelines, academic toolchains, or any older tool that doesn't speak glTF.

What survives the glTF → OBJ conversion

Computed automatically from the capabilities of each format.

Feature glTF 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
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

Bring glTF stock into ZBrush / MeshLab / MeshMixer
Prepare glTF assets for 3D printing slicers
Convert glTF for CAD-adjacent tools without glTF support
Archive geometry in a future-proof, text-based format

Tips

GLB inputs work the same way and are simpler — single self-contained file.
For 3D printing, OBJ is good but STL is even more universal (re-export from MeshLab).
If you only need a quick preview, our /tools/viewer page reads glTF directly — no conversion required.

Common pitfalls

Read these before converting — they save hours of debugging in your engine.

Animations are dropped

OBJ is static. Skeletal animation, morph targets, keyframes — all gone. The export is the bind pose.

PBR maps lost

OBJ's .mtl is pre-PBR. baseColor and normal maps survive; roughness, metalness, AO, emissive don't.

External texture paths need resolution

If your glTF references textures externally, drop them alongside before converting. The converter follows glTF's URI logic for embedded vs external references.

Three output files at minimum

The OBJ comes with a sibling .mtl, plus any extracted texture image files. Keep them together when sharing.

Frequently asked questions

Will textures come through?
Yes for baseColor and normal — they're referenced from the .mtl. PBR-specific maps don't survive because OBJ's material format pre-dates PBR.
What about animations?
They're dropped. OBJ doesn't support animation. Use FBX or stay in glTF if animation matters.
Can I convert glTF + .bin + textures together?
Yes — drop the .gltf file and its referenced sidecars in the same drop. Or convert from GLB which packages everything in one file.

Related conversions

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