GLB vs glTF vs FBX vs OBJ
Four formats cover almost everything you will hand between 3D tools, and they are not interchangeable. The differences that bite are whether materials survive the trip, whether animation comes along, and whether the textures travel inside the file or beside it.
The short answer
glTF is the modern open standard for delivering 3D, and GLB is glTF packed into a single binary file with its textures embedded — GLB is the safest default for handing a model to someone. FBX carries rigs and animation but is a proprietary Autodesk format. OBJ is ancient, universal, and stores geometry only: no animation, and no real PBR materials.
glTF and GLB
glTF was designed for transmission rather than authoring — often described as “the JPEG of 3D”. It stores geometry, PBR materials, animation, and scene structure in a form engines can load with almost no conversion, which is why every browser-based viewer speaks it.
The only difference between the two extensions is packaging. A .gltf is JSON that references its textures and binary data as separate files; a .glb bundles all of it into one binary. Same data, same capabilities — GLB simply cannot arrive with its textures missing, which makes it the better choice for sharing.
FBX
FBX is the interchange format of the animation and games world. It handles skeletal rigs, skinning, blend shapes, cameras, and lights, and virtually every DCC application reads and writes it.
It is also proprietary to Autodesk, with versions that shift over time and material handling that varies by exporter. FBX will reliably carry your geometry and animation between tools; its materials should be treated as a hint, not a contract.
OBJ
OBJ dates to the late 1980s and remains the most universally readable format there is. It stores vertices, faces, normals, and UVs in plain text — nothing else.
There is no animation, no scene hierarchy, and no PBR. Materials live in a companion .mtl file built around an old specular model that predates modern workflows, so a PBR material will not survive the round trip. OBJ is a fine choice for a static mesh and a poor one for anything else.
Picking one
Handing a finished model to someone, or putting it on the web: GLB. One file, materials included, nothing to lose in transit.
Moving a rigged or animated character between DCC applications: FBX, because nothing else covers that ground as widely.
Sharing a static mesh with a tool of unknown vintage: OBJ, on the grounds that everything reads it. Expect to rebuild the materials at the other end.
Frequently asked questions
What is the difference between GLB and glTF?
Packaging only. A .gltf file is JSON that points at separate texture and binary files; a .glb packs everything into one binary file. The underlying data and capabilities are identical.
Which 3D format should I use for the web?
GLB. It is the format browser viewers and engines load natively, and embedding the textures means the model cannot arrive incomplete.
Does OBJ support PBR materials?
Not really. OBJ stores geometry, and its companion .mtl file uses an old specular material model, so base colour, roughness, and metallic will not survive. Export PBR as glTF or GLB instead.
Can FBX store animation?
Yes — skeletal animation, skinning, and blend shapes are the reason FBX remains standard for character work between DCC applications.
Import GLB, glTF, FBX or OBJ straight into Mixos, texture it in the browser, and export a clean PBR map set for any engine.