3DS to GLB Converter
Old .3ds models still look fine, but the web, AR and modern engines load glTF. This page reads a .3ds together with its texture images and writes one GLB with the meshes, the materials and the textures inside it, so there is a single file to share. The old 3DS shading is turned into glTF PBR materials, and the model is turned Y-up as glTF expects. Nothing is uploaded. 3D Studio and 3ds Max are named only to describe the format; we are not affiliated with their maker.
How to use it
- 1
Add the .3ds and its images
Select the .3ds and the JPG, PNG or BMP textures it uses. A .3ds only names its textures (often in short form like BRICK1.JPG), so they must be added together.
- 2
Check the preview
The model shows with its materials. Textures that the file names but you did not add are listed, so you can add them and try again.
- 3
Set the size
A .3ds has no unit and glTF reads numbers as metres. Keep x1, or pick centimetres, inches or millimetres to metres for real size in AR.
- 4
Download the GLB
One file with textures embedded. It opens in glTF viewers, Blender, three.js, Godot and Unity with a glTF importer.
What to know before you convert
- Animation keyframes, cameras and lights are not exported; meshes are written where they sit.
- Materials become glTF PBR with base colour, colour texture and transparency. Bump, specular and reflection maps are not carried over.
- TGA textures cannot be read by a browser and are left out with a note. Convert them to PNG to keep them.
- Texture names are matched without regard to case, but the files must be added with the .3ds.
Don't have a model?
Create one with AI from a photo, a sentence or a sketch. The generators use credits; this converter is free and stays in your browser.