GLB vs FBX: Which 3D Format Should You Use?
GLB is the open, modern format: PBR materials that render identically everywhere, single self-contained file, native on the web and in AR - it's what AI generators and web viewers speak. FBX is the entrenched pipeline format: richer DCC-to-engine animation workflows and universal studio tooling, but proprietary and version-quirky. Rule of thumb - GLB for delivery and real-time use anywhere; FBX when a specific pipeline (Maya to Unreal cinematics, mocap retargeting) demands it.
Updated July 2026
GLB (Binary glTF)
GLB is the binary form of glTF, often called "the JPEG of 3D". One file packs the full scene: meshes, PBR materials, embedded textures, animations, and a real unit scale (meters). It is the standard for 3D on the web and the default output of most AI 3D generators.
- Since
- 2015 - Khronos Group
- Used by
- Web viewers, Three.js, Unity, Unreal, AR apps, e-commerce platforms
FBX (Filmbox)
FBX is Autodesk's proprietary scene format and the long-standing standard for moving rigged, animated characters between DCC tools and game engines. Skeletons, skinning, blend shapes, and animation clips all travel inside one file.
- Since
- 2006 (Autodesk era) - Autodesk (proprietary)
- Used by
- Unity, Unreal Engine, Maya, 3ds Max, MotionBuilder
GLB vs FBX: side by side
A check marks the stronger format for each dimension.
| Dimension | GLB | FBX |
|---|---|---|
| Openness | Open Khronos standard with a public spec | Proprietary Autodesk, reverse-engineered elsewhere |
| Materials | PBR (metallic-roughness) - consistent across renderers | Phong-era model plus vendor extensions - varies by tool |
| Web & AR | Native: model-viewer, three.js, converts cleanly to USDZ | Not web-usable without conversion |
| Animation depth | Skeletal + morph targets (solid, growing) | Deeper: constraints, custom curves, mocap ecosystems |
| Studio tooling maturity | Good and improving fast | Two decades of pipeline integration everywhere |
| File & versioning behavior | One binary, one spec version that behaves | Binary/ASCII variants, spec-year dialects, scale quirks |
Which should you use?
Model for a website, configurator, or AR preview
GLBIt's the only one browsers speak natively - one file into model-viewer or three.js and you're live.
Character animation pipeline (Maya/MoBu to engine)
FBXRetargeting, constraints, and the mocap ecosystem are built around FBX; glTF support there is still catching up.
Distributing assets to unknown buyers
GLBPBR materials arrive looking right in any modern tool, and one file can't lose its textures.
Interop with older studio software
FBXLegacy DCC versions predate glTF; FBX (or OBJ) is what they reliably read.
The generational hand-off
FBX became the industry's spine because for fifteen years nothing else could move rigged, animated content between Maya, 3ds Max, MotionBuilder, and the engines. glTF 2.0 (2017) was designed as the open replacement - 'the JPEG of 3D' - and GLB is its shipping form. The momentum is one-directional: every AI model generator outputs GLB, Google and Apple built AR delivery on it (directly and via USDZ), and Unity, Unreal, and Godot now import it natively or via first-party plugins. FBX isn't dying - deep animation pipelines still run on it - but it has stopped being the default answer.
Materials: where the difference bites hardest
GLB's PBR metallic-roughness materials are part of the spec, so a model looks the same in Blender, a browser, and Unreal. FBX predates PBR; its material model is Phong-era with vendor-specific extensions bolted on, which is why FBX assets so often arrive with materials that need manual rebuilding. If your asset's look matters and it travels between tools, this single difference usually decides the format.
Converting between them
GLB to FBX is the compatibility direction - getting modern (often AI-generated) assets into FBX-only pipelines and older tools. Geometry, UVs, and normals carry; PBR materials downgrade to FBX's model; our browser converter handles it free with no upload. FBX to GLB modernizes legacy assets for web and AR use - same carry-over, and the result drops straight into any glTF viewer.
Convert between GLB and FBX - free
Both directions run locally in your browser. No upload, no signup, no watermark.
GLB vs FBX - frequently asked questions
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