Kept
- Geometry and silhouette
- Per-material colours
- A single .glb file
Runs locally · no upload
Reduce a GLB by quantizing its geometry: positions become 16-bit, normals 8-bit and indices 16-bit when possible. You can also decimate the mesh to remove triangles, and drop textures for a much larger reduction.
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Drop the file — it is read locally, never uploaded.
Choose the options, then convert or compress.
Download the result and open it in your slicer or 3D software.
No. It uses KHR_mesh_quantization (16-bit positions, 8-bit normals), supported by every modern glTF loader. Draco or Meshopt would compress further but need a WASM codec.
If the geometry is already quantized or the file is dominated by Uint32 indices, gains are small. Enable decimation or texture removal for the biggest reduction.
Untextured GLBs are quantized directly. Textured GLBs keep their maps unless you enable the texture option; with it, textures are dropped and the geometry is quantized.
Turn a photo, a drawing or a logo into a 3D model, then export it in the format you need.