Convert OBJ to GLB — modern web-ready 3D
Bring 1990s OBJ into 2026 GLB: static geometry promoted to a binary glTF container with PBR materials. Smaller, faster to load, and ready for Three.js, Babylon.js, Godot and AR Quick Look.
obj to glb converter · convert .obj to .glb · wavefront to gltf binary
Drop a file
OBJ
.obj
Export
GLB
.glb
Why convert OBJ to GLB?
OBJ is universally readable but unfit for runtime delivery: text-based, verbose, no PBR. GLB is the inverse — binary, compact, PBR-native, designed for web/AR/mobile. Promoting OBJ to GLB modernizes static geometry for any modern web or game pipeline.
The conversion is non-destructive in the geometry direction (OBJ is a subset of GLB) but enhances the material side: Wavefront's pre-PBR diffuse/specular slots are reinterpreted as glTF Principled BSDF, defaulting to a sensible roughness/metalness baseline. If your .mtl referenced normal maps (map_Bump), they're used as glTF normalTexture. Diffuse maps become baseColorTexture. Other PBR channels (roughness, metalness, AO, emissive) default to flat values since OBJ doesn't store them.
Useful when: you have a stack of legacy OBJ models and need them ready for a Three.js scene, a Sketchfab upload, or a Godot 4 import. The output .glb is a single self-contained file with embedded textures (if your .mtl referenced any).
What survives the OBJ → GLB conversion
Computed automatically from the capabilities of each format.
| Feature | OBJ | GLB | Status |
|---|---|---|---|
| Geometry (vertices & faces) | ✓ | ✓ | Preserved |
| UV texture coordinates | ✓ | ✓ | Preserved |
| Vertex normals | ✓ | ✓ | Preserved |
| Vertex colors | — | ✓ | N/A |
| Basic materials (diffuse, specular) | ✓ | — | Lost |
| PBR materials (metalness/roughness) | — | ✓ | N/A |
| Embedded textures | — | ✓ | N/A |
| Keyframe animations | — | ✓ | N/A |
| Skeletons & rigs (skinning) | — | ✓ | N/A |
| Morph targets / blend shapes | — | ✓ | N/A |
| Multiple meshes in one file | ✓ | ✓ | Preserved |
| Parent/child hierarchy | — | ✓ | N/A |
When you need this conversion
Tips
Common pitfalls
Read these before converting — they save hours of debugging in your engine.
PBR is faked from limited data
OBJ has no PBR. The converter assigns default roughness/metalness values. Re-author for hero assets if PBR fidelity matters.
Textures must accompany the OBJ
The .mtl references textures by filename. Drop them next to your OBJ before converting so the converter can embed them in the GLB.
Still triangulated
OBJ's quads (if any) are triangulated during conversion. GLB supports only triangles. No way around it.
No animations to add
OBJ has none, GLB receives none. If you need animation, the source needs to be FBX or .blend.