GLB Texture Extractor

A GLB texture extractor pulls the images packed inside a .glb file out as separate files. Drop your GLB here and every embedded texture appears with its material name, map slot (base color, normal, metallic-roughness, occlusion, emissive), size and format. Download one map or all of them as a ZIP with a materials.json. Nothing is uploaded.

Free · no signup · your file stays in your browser

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How to extract textures from a GLB

  1. 1

    Drop your GLB

    Pick a .glb file, or a .gltf with its .bin and image files. It is read in your browser; nothing is uploaded.

  2. 2

    See every texture

    Each embedded image shows as a thumbnail with its material, slot, pixel size, file size and real format.

  3. 3

    Download

    Save one map or a ZIP of all of them plus materials.json. Turn on Convert to PNG or Split ORM if you need them.

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Frequently Asked Questions

Drop the .glb on this page. The tool reads the file in your browser, lists every embedded image with the material and slot that use it, and lets you download each one or all of them as a ZIP. Files are named material_slot, for example Body_baseColor.jpg, and the bytes are the original images, not re-compressed copies.
Yes. Turn on Convert all to PNG and JPEG, WebP and AVIF textures are decoded and saved as PNG; PNG textures are kept exactly as they are. KTX2 and Basis textures are GPU-compressed formats that a browser cannot turn into PNG, so those are kept in their original format and the tool says so.
glTF stores metalness and roughness in one image: roughness in the green channel and metallic in the blue channel. Many models also put ambient occlusion in the red channel of the same image (ORM). Turn on Split ORM to get separate grayscale roughness, metallic and AO PNGs for tools that want one map per channel.
For each material it lists the name, every texture slot with its file name and UV set (texCoord), and the material values: base color factor, metallic and roughness factors, emissive factor, alpha mode and double-sided. It also lists each image with its format, pixel size and where it is used, so you can rebuild the material in Blender, Unity, Unreal or Godot.
Some models have no image maps at all: their colours come from plain material colours or vertex colours, which this tool lists instead. A .gltf may also keep its images in separate files; drop those files together with the .gltf. If you want your model to have a texture, the AI 3D Texturing Studio can paint one from a text description.