Why your GLB is 40 MB
Most people trying to shrink a 3D model reach straight for Draco, get a disappointing 8% saving, and give up. The reason is simple: in a typical real-world GLB, geometry is not the problem — textures are. A single 4096×4096 PNG normal map is around 20 MB on its own. Four of them and your hero asset is bigger than the rest of your website combined.
This free online 3D model compressor works on all three sources of size at once.
1. Textures — usually 70–95% of the file
Re-encoding a 4K PNG to a 1024 px WebP at quality 80 routinely removes 95% of its bytes with no perceptible difference at normal viewing distance. You choose the format (WebP, AVIF, JPEG, PNG), the maximum dimension and the quality, and a results table shows the before and after for every single texture so nothing is a surprise.
2. Geometry — Draco or Meshopt
Both compress vertex data by 70–90%. They differ in what they optimise for:
- Draco produces the smallest files. Decoding costs more CPU, which shows up as a delay before the model appears.
- Meshopt files are slightly larger but decode roughly an order of magnitude faster and stream better. For a website, this is usually the better trade.
Quantisation runs first, reducing attribute precision from 32-bit floats to a chosen bit depth. 14-bit positions are visually lossless for almost everything; 11 bits is aggressive and can shift geometry on very large models.
3. Redundancy — the free win
Exporters leave a lot behind: identical accessors stored twice, materials nothing references, orphaned nodes, animation tracks with a keyframe on every frame even when nothing moves. Deduplication, pruning, welding and keyframe resampling remove all of it and never change how the model looks.
Presets
- Web — 1024 px WebP textures, Meshopt, 14-bit positions. The right default for a website or product configurator.
- Balanced — 2048 px textures and Draco. For assets that will be inspected up close.
- Maximum — smallest possible file. Use when bandwidth matters more than fidelity.
- Lossless — cleanup and Meshopt only, textures untouched. Nothing visual changes at all.
Check your work
After compression the tool shows the original and the compressed model in two viewports side by side. Orbit both. If a normal map has gone flat or an edge has visibly moved, back the settings off and run it again. Compression you have not looked at is compression you cannot trust.
How to use it
- Add a GLB or glTF file. (OBJ, STL, FBX and other formats work too — they are converted to glTF first.)
- Pick a preset, or open the advanced panel to control every step.
- Compress, compare the two viewports, and download.
Privacy
Everything runs in your browser through WebAssembly. Client models, unreleased products and NDA assets never leave your machine.
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