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GLB vs FBX vs OBJ: which 3D format should you use?

Updated 2026-10-18 · Brojek Games

If you download 3D models, you will meet the same three formats again and again: GLB (glTF), FBX and OBJ. They can all hold a mesh, but they differ a lot in what else they keep — materials, animations, scale — and in which tools read them. Here is a practical comparison so you can pick the right one, plus a quick look at STL and USDZ.

The short answer

Comparison table

GLB / glTF 2.0FBXOBJ
OwnerKhronos Group, open standardAutodesk, proprietaryOpen, from Wavefront (1990s)
Files1 file (.glb) or .gltf + .bin + images1 file, textures embedded or external.obj + .mtl + images
MaterialsPBR metallic-roughness, standardizedVaries by exporterBasic (MTL), no real PBR
Skeleton & animationYes (skins, clips, morph targets)YesNo
Web / three.jsNative, fastestPossible, heavierPossible, no animation
Typical sizeSmall; supports Draco/meshopt compressionMedium to largeLarge (text format)

GLB and glTF

glTF 2.0 was designed as a delivery format: the data is laid out so engines and browsers can load it with minimal processing. GLB is the binary container that packs everything into one file — which is why every model on Brojek GLB downloads as GLB. Materials follow one well-defined PBR model, so a model looks the same in Blender, three.js and Godot. It also supports extensions like Draco and meshopt compression, KTX2 textures and lights. Unity needs a free package (glTFast); Unreal Engine 5 imports it through Interchange; Roblox Studio’s 3D Importer accepts it in recent versions. See free GLB files and glTF models.

FBX

FBX has been the industry interchange format for decades, especially for rigged and animated characters. Unity’s Humanoid retargeting, Mixamo and many animation pipelines are built around it. The downside is that it is proprietary and loosely specified: two exporters can write “FBX” that imports differently, materials often need fixing, and scale/axis issues are common. Use FBX when a specific tool asks for it — you can always create one from a GLB in Blender (how to open GLB in Blender).

OBJ

OBJ is a simple text format that nearly every 3D program since the 1990s can read. It stores geometry, UVs and normals, and refers to a separate .mtl file for basic materials. It has no skeleton, no animation and no modern PBR materials, and files get large because they are plain text. It is still handy for static props, quick exchanges, sculpting tools and some printing workflows. The Character Creator exports OBJ for exactly that reason.

What about STL and USDZ?

Which should you pick?

Converting between formats

Blender is the free universal converter: import any of these formats, then export to another. Keep in mind conversions only keep what both formats support — exporting an animated GLB to OBJ drops the animation, and exporting to STL drops colors. For command-line work with glTF specifically, the open-source gltf-transform tool can compress, resize textures and convert between .glb and .gltf.

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