GLB Reducer: Compress Textured 3D Models
Shrink a textured GLB to a target size, within a few percent of it. Textures are re-encoded and resized only as far as the target needs, meshes simplified with their UV seams locked, and materials, animations, skins and extensions pass through untouched.
The size you set is a budget, not a ladder of fixed steps: it is split between textures and triangles and each is searched to land just under it. Free savings come first (duplicate vertices welded, opaque PNG maps to near-lossless JPEG), then JPEG quality, and only then resolution and triangles, with UV seams and the edges between materials kept in place.
This tool processes on your device; your file is not uploaded for processing.
About
A model from Meshy, Tripo, Sketchfab or Blender is rarely too heavy because of its triangles. It is heavy because of its textures: a 4096 px colour map, a normal map and a roughness map add up to 30 MB before the mesh is counted. This tool starts there. Set the size you need, for a web page, an AR viewer, a game engine or an email, and it treats that size as a budget: split between textures and triangles, each searched to land just under its share. Opaque PNG maps become near-lossless JPEG first, quality comes down next, and resolution and triangles go only as far as the target needs, so a 25 MB target gives a file just under 25 MB, not 11.
The work is done by our own native engine on the server: meshoptimizer for simplification, with normals and UVs weighed in, mozjpeg for JPEG and gamma-correct resampling for colour maps, with normal maps renormalised after resizing. UV seams stay locked and the edges where two materials meet are kept, so the texture lands where it did and nothing cracks. The original glTF is kept as it was and only the changed data is swapped in: materials, PBR settings, animations, skins, morph targets and extensions (VRM included) pass through untouched. Draco and KTX2 inputs are the one thing not accepted yet; export those uncompressed.
Files are processed on our server in isolated memory and deleted within 15 minutes of your download, at most 120 minutes if you never download. Large files go up in chunks, so a 200 MB model uploads reliably. The result loads in a viewer right on the page, with the original beside it under the same lighting, so you can judge the change before you download.
The report lists file size, triangles, vertices, texture count and largest texture, texture data, and the materials, animations and skins kept, before and after, plus the exact settings the search landed on. One file up to 30 MB a day is free; a credit pack, a 24-hour pass or a subscription covers the rest, shared with the STL tools.
How it works
- 1Open GLB Reducer: Compress Textured 3D Models and choose your file or enter the required input.
- 2Adjust the settings and preview the result in your browser.
- 3Run the tool; the data is processed on your device.
- 4Download the output or copy the result when it is ready.