Convert OBJ to GLB, Textures Included
An OBJ model usually comes as several files: the .obj geometry, a .mtl material file and a folder of images. GLB packs all of that into one file that web viewers, AR and game engines load directly. Add the files together and this page bundles them into a single .glb.
How to use it
- 1
Select all the files
Pick or drop the .obj together with its .mtl and texture images (PNG, JPG, TGA, BMP or WebP) in one go. An .obj on its own works too.
- 2
Check the preview
You see the model with its materials. Any texture the MTL names but you did not add is listed, so you can add it and try again.
- 3
Set scale and axis
GLB uses metres. Pick centimetres or millimetres to metres if the OBJ was made in those units, and rotate only if it lies on its back.
- 4
Download the GLB
One file with geometry, materials and images embedded. Upload it anywhere that accepts glTF.
What to know before you convert
- Textures are matched by file name, so folder paths inside the .mtl do not matter, but each image has to be added with the files. Missing ones are listed and replaced with plain colour.
- OBJ materials use the old Phong model. Colours, opacity and shininess are converted to glTF metal-roughness values, which is close but not always identical to what you saw in the modelling tool.
- Colour (diffuse), normal and emissive maps are carried over. Bump, specular and separate opacity maps have no direct glTF equivalent and are skipped; the material opacity value is kept.
- OBJ has no animation, rigging or scene hierarchy beyond groups, so neither does the GLB. Groups become separate meshes.
- Images are embedded as they are. Very large textures make large GLB files; resize them before converting if the GLB is for the web.
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.