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.
How to edit the textures in a GLB
- 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
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
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
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, UVs | Copied byte for byte. The editor never rebuilds the geometry, so vertex order, UV maps and names stay exactly as they were. |
|---|---|
| Animations, skins, morph targets | Kept 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 geometry | Decoded for the preview only. The compressed data goes back into the GLB unchanged, so the file stays small. |
| Textures you did not touch | Kept 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 textures | Listed, 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 extras | Material 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
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