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3D Asset Extractor

Extract every texture, mesh, material and animation from a GLB or GLTF file as a ZIP.

upload_file

Click to browse or drag & drop files here

Select a 3D model — GLB, GLTF, OBJ, FBX, DAE, 3MF or USDZ

Accepted: .glb,.gltf,.obj,.fbx,.dae,.usdz,.3mf

Companion files (optional)upload_file

Click to browse or drag & drop files here

Add .bin buffers and texture images for external GLTF models

ExtractTexturesMeshesMaterialsAnimationsScene JSONRaw buffersDeselect what you do not need — buffers in particular can be very large.

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Get one thing out of a packed file

A client sends you a single GLB. You need the normal map to fix a seam in Photoshop. Or you need one bracket out of a 40-part assembly. Or a developer wants the list of animation clips. The traditional answer — install Blender, import, hunt through the shader nodes, export a single image — is wildly out of proportion to the task.

This free online 3D asset extractor opens the container and hands you the pieces.

What comes out

  • Textures — the original image files, named after the material slot that uses them, so normalTexture.png is unambiguous
  • Meshes — each mesh as its own self-contained GLB, complete with its materials and textures
  • Materials — one JSON file per material with every PBR parameter: base colour, metallic, roughness, emissive, alpha mode, double-sidedness
  • Animations — a JSON summary per clip listing duration, channel count and every node it targets
  • Scene JSON — the glTF structure itself, pretty-printed and readable
  • Buffers — the raw .bin data, for when you genuinely need the bytes

Everything arrives as a ZIP with a folder per category and a manifest.json, and the textures and meshes also get individual download buttons so you can grab just one without unzipping anything.

Textures come out untouched

This matters more than it sounds. Many extractors route the model through a rendering library, which decodes each texture into a bitmap and re-encodes it on the way out. Your lossless PNG comes back as a recompressed PNG, or worse, a JPEG. Every generation of that loses quality.

This tool reads the raw stored bytes and writes them straight to disk. What you get is exactly what was embedded — same compression, same colour profile, same file size.

The one exception is non-glTF input. An FBX or DAE has to be converted to glTF first, and that conversion re-encodes textures. The tool warns you explicitly when this happens rather than pretending otherwise.

Common uses

Retexturing. Extract the base colour map, edit it, and use the Texture Optimizer or a glTF editor to put it back.

Splitting an assembly. A CAD export converted to GLB often arrives as dozens of meshes in one file. Extract them individually and you can rebuild the scene however you like.

Auditing a purchase. Marketplace listings promise "4K PBR textures". Extract them and check the actual dimensions.

Handing work to a developer. The material JSON and animation summaries are far more useful in a ticket than a screenshot.

Privacy

Unpacking happens entirely in your browser. Client assets, unreleased products and NDA work are never uploaded.