Merge GLB Materials into One Texture

To combine the materials of a 3D model into one, open the GLB and press Merge. The tool gives the solid parts one shared UV layout, bakes every material’s colour, roughness, metalness, normal and glow into one set of textures, joins the meshes and exports a GLB with one material, so it renders in fewer draw calls.

Free · no signup · your files stay in your browser · Free for personal and commercial use, no attribution needed.

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How to combine materials into one texture

  1. 1

    Open your model

    Drop a GLB, GLTF, FBX or OBJ, or try the sample robot. It opens in your browser and nothing is uploaded. You see its draw calls, materials and textures.

  2. 2

    Check the groups and pick a size

    Solid parts go into one material; see-through parts get a second one. Pick the texture size (1K, 2K or 4K) and PNG or JPEG.

  3. 3

    Merge, compare and download

    Press Merge, flip between before and after, read the colour check and draw calls, then download the GLB and the texture maps.

Merge materials vs compress vs LOD

MethodWhat it doesMaterialsDraw callsBest for
Merge materials (this page)Bakes many materials into one set of textures and joins the meshes.Fewer (one per group)FewerWeb, AR and mobile scenes with many small parts or materials.
3D model compressorShrinks the file: mesh compression and smaller textures.SameSameFaster downloads of a model that already draws well.
LOD generatorMakes lighter copies of the mesh with fewer triangles.SameSame per LODBig or far-away models that have too many triangles.

Merge first, then make the file smaller with the 3D model compressor or lighter with the LOD generator. Both keep the material count as it is.

What one shared texture means

Each material of your model gets a share of one new texture (a texture atlas) in proportion to its surface, so the colour, roughness, metalness, normal and glow of every part sit in one set of images. Read more in what is a texture atlas.

What stays as it is

  • See-through (alpha blend) parts: they get their own second material, because a blended material sorts and draws differently from a solid one.
  • Glass (transmission), clearcoat, sheen, iridescence and anisotropy materials: one atlas cannot hold these effects for only some parts.
  • Rigged (skinned) parts, shape keys (morph targets), animated nodes and instanced meshes: joining them would break how they move.
  • Compressed KTX2 textures: the browser cannot read their pixels back, so those parts stay as they are.

Tiling textures (a pattern that repeats across a part) need their own texels for every repeat, so the tool warns you and shows how much detail fits. Check your numbers with the texel density calculator.

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Frequently Asked Questions

To combine the materials of a 3D model into one, open the GLB and press Merge. The tool gives the solid parts one shared UV layout, bakes every material’s colour, roughness, metalness, normal and glow into one set of textures, joins the meshes and exports a GLB with one material, so it renders in fewer draw calls.
Yes. Opening, merging and downloading the GLB and the texture maps are free, in your browser, with no signup. Free for personal and commercial use, no attribution needed. Only the optional AI repaint in the AI 3D Texturing Studio and the Texture Upscaler use credits, and their cost is shown before you start.
Usually, yes. A renderer such as three.js, Babylon.js or a game engine draws each mesh and material pair separately. After the merge, each group of parts is one mesh with one material, so it is one draw call. The tool counts the draw calls, materials and textures of your file before and after.
A see-through (alpha blend) material is sorted and drawn after the solid ones and does not write depth. If glass and solid parts shared one material, either the glass would turn solid or the solid parts would start to show through. So solid parts share one material and see-through parts share another. Cut-out (alpha mask) parts such as leaves stay with the solid ones.
Close to it. Every texel of the new textures is filled from the original material at the same spot, and the tool checks 20,000 random points on the surface and shows the average colour difference. Detail can drop when a big texture, or one that repeats many times, has to fit into its share of the new texture; the tool shows how much detail was kept.
A texture that repeats, such as a brick wall tiled eight times, cannot repeat inside one shared texture: every repeat needs its own texels. The tool warns you when a material tiles and shows how much detail fits. Pick 4K, keep that part separate, or check your numbers with the texel density calculator.
Yes. The bumps of each normal map are turned into surface directions and written again for the new UV layout, and the GLB includes the tangents they were written with, so other viewers and engines show them the same way.
GLB, single-file GLTF, FBX and OBJ up to 60 MB. You get a GLB plus the merged colour, roughness/metal, normal and emissive textures as PNG or JPEG.
No. Loading, merging and exporting all run in your browser. Your model only leaves your device if you choose to open the result in the AI 3D Texturing Studio or the Texture Upscaler and start a job there.
Those two keep every material: the compressor makes the file smaller and the LOD generator removes triangles. This page lowers the number of materials and meshes. They work well together: merge first, then compress or make LODs.