Free · runs in your browser · files stay on your device

GLB Texture Editor

Open a GLB or glTF file and edit the textures already inside it: see every base colour, normal, metallic-roughness, occlusion and emissive map, replace one with your own image, shrink 4K maps to 2K or 1K, flip, recolour or paint them, and fix material values. You get the same model back with its nodes, animations and rig intact. Nothing is uploaded.

Loading the GLB texture editor...

How to edit the textures in a GLB

  1. 1

    Open your GLB or glTF

    Drop a .glb, or a .gltf together with its .bin and texture files. Draco and meshopt compressed files open too. Every material and texture slot is listed with its size, format and a thumbnail.

  2. 2

    Pick a texture and edit it

    Replace it with an uploaded PNG, JPEG or WebP (stretched to the original size or kept at its own), resize it to 2K, 1K or 512, flip it vertically, change hue, saturation, brightness, contrast or tint, or paint on the model.

  3. 3

    Fix the material values

    Set base colour, metallic, roughness and emissive per material. If the model looks black, press Fix too-dark model: it sets metallic to 0 where the file left it out.

  4. 4

    Compare and download

    Flip between Before and After in 3D, watch the file size, then download the edited GLB. It is read back and checked before the download starts.

What stays the same in your file

The editor changes the file itself instead of rebuilding the model, so only what you edit changes. Here is what happens to everything else.

Nodes, meshes, UVsCopied byte for byte. The editor never rebuilds the geometry, so vertex order, UV maps and names stay exactly as they were.
Animations, skins, morph targetsKept as they are in the file, with the same counts. The download is parsed again and the counts are compared before it is saved.
Draco and meshopt geometryDecoded for the preview only. The compressed data goes back into the GLB unchanged, so the file stays small.
Textures you did not touchKept as the exact same bytes (no re-compression). Only the images you edit are written again, in their own format: a JPEG stays a JPEG.
KTX2 / Basis texturesListed, but they cannot be decoded in the browser here, so they cannot be previewed or edited. They are kept unchanged in the download.
Extensions and extrasMaterial and scene extensions (clearcoat, transmission, texture transform and others) pass through. A WebP map you edit and save as PNG drops only its WebP entry.

Want a whole new look, not just edits?

Describe a style and AI repaints the whole model from every side, with PBR maps for roughness, metal and normals. Blurry maps can be sharpened with the AI texture upscaler. The AI tools use credits; this editor does not.

More free 3D tools

GLB texture editor FAQ

Open the GLB in the editor at the top of this page. Every texture embedded in it is listed under the material and slot that uses it (base colour, normal, metallic-roughness, occlusion, emissive). Click one to replace, resize, flip, recolour or paint it, then download the edited GLB. No install, no signup.
Select the texture, press Replace and choose a PNG, JPEG or WebP. Keep "Match the original size" on to stretch your image to the old texture size, or turn it off to keep your image size. Your image must use the same UV layout as the old one to line up on the model; the 3D preview shows the result straight away.
Textures are usually most of a GLB. Select a 4K texture and resize it to 2K or 1K: each halving needs about a quarter of the pixels. Normal maps are renormalised after resizing so the lighting stays right. The new file size shows before you download.
In glTF, a material that leaves out metallicFactor is treated as fully metallic (1.0). A full metal surface only reflects its surroundings, so in a viewer without a bright environment it looks black or very dark. This is common in AI-made and converted models. Fix too-dark model sets metallic to 0 on the materials that left it out and have no metallic texture.
Yes. The editor changes only the images you edit and the material values you set; nodes, meshes, skins, animations, morph targets and extensions are copied into the new GLB unchanged. The download is read back before saving and the counts are checked against the original.
Yes. Select the .gltf together with its .bin and image files (or drop them all at once). The edited model is saved as a single .glb with everything embedded, which is easier to share and upload.
Yes, simple painting: turn on Paint, pick a colour, size and strength, and draw on the model. The strokes go into the base colour texture through the model UVs, and Undo steps back. For a full repaint in a new style, use the AI 3D texturing studio instead.
No. The file is read, edited and saved by JavaScript in your browser. Only if you press Repaint this model with AI or Sharpen textures with AI is the edited model handed to that tool, and those steps are optional.
Import the GLB, open the Shading workspace, select the Image Texture node of the map you want, replace or edit the image, then export glTF 2.0 again. Re-exporting rebuilds the whole file, so check that animations and extensions come through. This page edits the file in place, so the rest of the model is not rebuilt.

Blender is named only to describe compatibility; The3DAI is not affiliated with or endorsed by the Blender Foundation.