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OBJ to GLB Converter

Convert a Wavefront OBJ to a single self-contained GLB, mapping its .mtl onto glTF PBR materials. Upload the .mtl too. Runs in your browser.

Drag & drop your OBJ file here

or click to browse

Supported Formats

.glb.gltf.obj.fbx.stl.ply.3mf.off.zip

Format Information

Source Format

OBJ.obj

OBJ (Wavefront)

The Wavefront OBJ format is a plain-text mesh description that has been the default interchange format for computer graphics since the 1990s. Geometry lives in the .obj file; colour and texture references live in a companion .mtl file.

What it carries: Vertex positions, normals, texture coordinates and polygon faces, plus what MTL can express: a diffuse colour, opacity, shininess and a single diffuse texture map. There are no PBR metal/roughness values, no normal maps, no vertex colours and no animation.

Open a OBJ file in the viewer

Target Format

GLB.glb

GLB (glTF Binary)

GLB is the binary packaging of glTF 2.0. Meshes, materials, image textures, animation and the node hierarchy are all written into one file, so an asset can be dropped into an engine or a web page without shipping a folder of sidecar files.

What it carries: Vertex positions, normals, UVs and vertex colours, full PBR materials (base colour, metallic/roughness, normal, occlusion, emissive), embedded image textures, node hierarchy, skinning, morph targets, keyframe animation, cameras and lights.

Open a GLB file in the viewer

About this conversion

The single most common conversion in graphics work: take a Wavefront mesh and wrap it in the modern, self-contained glTF binary format. Geometry and MTL materials carry over, and the result is one file instead of a folder.

Why convert OBJ to GLB

  • Load an OBJ asset in a web viewer, game engine or AR scene without writing a loader.
  • Replace a scattered .obj / .mtl / texture set with one file that can be fetched in a single request.
  • Get out of a format that has no PBR support into one that does, ready for physically based materials.

What happens during the conversion

Geometry

Vertex positions, texture coordinates, normals and faces are read from the OBJ and written into indexed GLB geometry. Because GLB has a scene graph, any grouping is preserved as nodes with their transforms instead of being baked away.

Materials and textures

The .mtl is read and mapped onto glTF PBR materials: the diffuse colour becomes base colour, and the diffuse texture map becomes the glTF base-colour texture. MTL has no metal/roughness, occlusion or emissive channels, so those stay at their defaults and the model will look flatter than a native glTF asset.

Common use cases

  • Getting a legacy OBJ asset running on the web.
  • Preparing an OBJ for a three.js, Unity or Godot project.
  • Consolidating a .obj/.mtl/texture folder into a single deliverable file.

Limitations of this conversion

  • Upload the .obj, its .mtl and its textures together in a ZIP if you want materials. A bare .obj converts as geometry only, because the converter has no way to find the .mtl.
  • MTL is not PBR, so metallic, roughness, occlusion and emissive values are unavailable and the converted material will look flatter than the source in a PBR renderer.
  • Vertex colours are not part of OBJ and cannot appear in the result.
  • Objects hidden in the OBJ scene are not written, because GLB output exports visible objects only.

How to convert OBJ to GLB

Three steps in the browser. Nothing is uploaded to a server, so an unwieldy file is limited only by your own device's memory.

1
STEP 1

Upload your OBJ

For a materialised model, zip the .obj, the .mtl and the texture images together — a bare .obj converts as geometry only.

2
STEP 2

Convert to GLB

Geometry, UVs and any MTL material are written into a single binary glTF with the diffuse texture embedded.

3
STEP 3

Open the .glb in a viewer or engine

Use the GLB viewer on this site to check the result before you ship it.

Frequently Asked Questions

Questions people ask when turning OBJ files into GLB.

Looking for a different direction? See every supported conversion.