Free online OBJ converter. Convert OBJ to GLB, STL, GLTF, PLY and more online — no limits, no watermark.
.obj model or click "Choose 3D file". The converter reads Wavefront OBJ geometry directly in the page; a 3D preview window lets you confirm the mesh loaded before you convert.Wavefront OBJ was created by Wavefront Technologies for its Advanced Visualizer software in the late 1980s, and it remains one of the most universally supported 3D formats. It is a plain ASCII text format that stores geometry only: vertex positions, texture coordinates, vertex normals, and the faces that connect them. That simplicity is its strength and its limitation. OBJ has no scene graph, no animation, and no embedded textures — material definitions live in a separate companion .mtl file, which in turn points to external image files.
That split is exactly why people convert away from OBJ. The moment a model has to ship somewhere — a website, an AR viewer, a game engine, or a 3D printer — three loose files (.obj, .mtl, and the textures) are awkward to move and easy to break. Converting consolidates or retargets the data into the format the destination actually speaks:
.glb packs the mesh, physically-based materials, textures, and any animation into a single binary file — ideal for <model-viewer>, WebXR, Unity, Unreal, and Three.js. The .gltf variant keeps that data as readable JSON for editing and debugging.| Format | Origin | Stores | Materials & color | Animation / scene graph | Best for |
|---|---|---|---|---|---|
| OBJ | Wavefront Technologies, late 1980s | Geometry (text) | External .mtl + image files |
No | Universal mesh interchange |
| GLB / glTF | Khronos Group, glTF 2.0 (ISO/IEC 12113:2022) | Geometry + PBR + textures (+ animation) | Embedded (binary GLB or JSON glTF) | Yes | Web, AR, game engines |
| STL | 3D Systems, 1987 | Triangle geometry only | None | No | 3D printing / slicers |
| 3MF | 3MF Consortium, 2015 (ISO/IEC 25422:2025) | Geometry + print metadata | Embedded, multi-material + color | No | Modern color 3D printing |
| PLY | Stanford, ~1994 | Geometry + per-vertex attributes | Per-vertex color (no texture maps) | No | 3D scans, point clouds, research |
It depends on the target and on whether the source data travels with the file. OBJ stores its look in a separate .mtl file that references external image textures; if those companion files are present and correctly referenced, a conversion to GLB or glTF can embed materials and textures into the single output file. Converting to STL drops all color, UVs, and materials by design — STL is a geometry-only format. PLY keeps per-vertex color but not texture-image maps. If your model is a bare .obj with no .mtl or images, there is no material data to carry over regardless of the target.
Both are glTF 2.0; the difference is packaging. A .gltf file is human-readable JSON that describes the scene and usually references geometry buffers and textures as separate external files. A .glb packs all of that — JSON, binary mesh data, and textures — into one self-contained binary file. For shipping a finished model to a website, AR viewer, or game engine, GLB is the simpler choice because it is a single portable file; glTF is handy when you want to inspect or hand-edit the scene description.
Both produce a printable mesh, but they differ in what they carry. STL (the 1987 stereolithography format) is geometry only and is supported by virtually every slicer, which makes it the safe default for a single-material print. 3MF, published by the 3MF Consortium since 2015, is an XML-and-ZIP package that can store color, multiple materials, and print metadata in one file — a better fit for multi-material or color printing on slicers and printers that support it.
Web and AR runtimes are built around glTF. A .glb is a single binary that embeds geometry, PBR materials, and textures, so it loads cleanly in <model-viewer>, WebXR, Three.js, Unity, and Unreal without the loose .mtl and image files an OBJ depends on. That single-file portability — plus glTF being designed specifically for efficient runtime loading — is why most AR frameworks and 3D web embeds expect GLB rather than OBJ.
For mesh-to-mesh conversions the vertices and faces are rewritten faithfully, so the shape is preserved. What can change is the surrounding data: quad faces are typically triangulated for formats like STL, smoothing-group and material information may not map onto a format that has no concept of it, and STL specifically discards UVs and color. In our testing, converting an OBJ to GLB produced a single binary file containing the same mesh as the source rather than the three separate files (.obj, .mtl, and texture images) the original needed.
No. OBJ conversion on this page runs entirely in your browser using three.js loaders and exporters — the file is parsed, converted, and downloaded on your own device, so the model never leaves your computer. That means no upload wait, no account, and no watermark; it also means very large meshes are bounded by your browser's available memory rather than an upload limit.