Comparisons ⏱ 7 min read

GLB vs FBX — Which 3D Format Should You Use?

GLB and FBX are both full-featured 3D formats that support geometry, materials, textures, animation, and rigging. But they come from completely different worlds — GLB from the open web standards community, FBX from Autodesk's proprietary ecosystem. Choosing the wrong one for your pipeline creates friction that costs time every single day. This guide gives you the definitive breakdown.

Format Overview

GLB (GL Binary) is the binary container format of the glTF 2.0 specification, developed by the Khronos Group — the same open standards body behind OpenGL and Vulkan. It was designed specifically for real-time rendering on the web and in game engines. First stable release: 2017.

FBX (Filmbox) was created by Kaydara in 1996, acquired by Autodesk in 2006. It is the dominant interchange format for the VFX and game development industry — every major DCC tool (Maya, 3ds Max, Blender, Cinema 4D, ZBrush) has deep FBX support. Despite being proprietary, its ubiquity has made it the de-facto standard for moving rigged characters between applications.

Ownership and Licensing

PropertyGLB (glTF)FBX
Developed byKhronos Group (open standards)Autodesk (proprietary)
Specification accessFree, public, on GitHubRequires Autodesk SDK agreement
Patent riskRoyalty-freeAutodesk controlled
Future changesCommunity-driven, open RFCAutodesk decides unilaterally
// The Proprietary Risk

Autodesk does not publish the full FBX binary specification. Third-party parsers (including Blender's) are reverse-engineered. This means FBX support outside of Autodesk tools is always slightly behind and occasionally broken when Autodesk updates the format. GLB's fully public specification means any developer can implement perfect support.

What Each Format Can Store

FeatureGLBFBX
Triangle meshes
PBR materials (metallic/roughness)✓ NativePartial (needs conversion)
Embedded textures
Skeletal animation
Morph targets / blend shapes
Scene hierarchy
Cameras
LightsVia extension
NURBS curves
Subdivision surfaces
Custom propertiesVia extensions
Draco mesh compression
GPU-ready buffers

Software Support

ToolGLB SupportFBX Support
BlenderExcellent (native)Good (native)
MayaVia pluginExcellent (native)
3ds MaxVia pluginExcellent (native)
Cinema 4DGood (native R26+)Excellent (native)
UnityRuntime (GLTFast)Import pipeline (native)
Unreal EngineVia pluginExcellent (native)
GodotExcellent (native)Limited
Three.jsExcellent (native)Not supported
Babylon.jsExcellent (native)Not supported
Sketchfab

File Size and Compression

For equivalent content, GLB typically produces smaller files than FBX due to two key features:

  • Draco mesh compression — reduces geometry data by 70–90%, a GLB-specific extension not available in FBX
  • KTX2/Basis Universal textures — compressed GPU textures embedded in the GLB file, both reducing size and eliminating the GPU decompression step at runtime

A character model that is 8MB as FBX might be 1.2MB as a Draco-compressed GLB with KTX2 textures — a 6.5× size reduction with identical visual quality at runtime.

Game Engine Compatibility

Unity: FBX has been Unity's native import format for over a decade. GLB support via GLTFast (Unity's official package) is excellent for runtime loading but requires a build step for the import pipeline. For shipped characters, FBX at import time + GLB at runtime is a common pattern.

Unreal Engine: FBX is the primary import format. GLB support requires a third-party plugin. For most Unreal workflows, FBX remains the correct choice.

Godot: GLB is Godot's preferred import format. FBX support was added in Godot 4 but is less mature. For Godot projects, GLB is clearly the right choice.

Web-based engines (Three.js, Babylon.js, PlayCanvas): GLB only. FBX is not supported in any web-based 3D runtime.

Web and AR

This is where the choice is unambiguous: GLB always wins for web and AR.

  • Three.js, Babylon.js, and every other JavaScript 3D library has a GLTFLoader. None have an FBXLoader suitable for production use.
  • Google's <model-viewer> web component only accepts GLB
  • Android AR (SceneViewer) only accepts GLB
  • WebXR scenes use GLB
  • Facebook 3D posts accept GLB

If your destination is any web or AR experience, convert to GLB before deployment.

DCC Workflow

For content creation pipelines (modeling → rigging → animation → rendering), FBX has historically been the lingua franca. The reason is Maya — the dominant tool for character animation — and its first-class FBX support. When moving assets between Maya, ZBrush, Blender, and game engines, FBX is the most reliable interchange format.

However, this is changing. Blender's GLB export is now excellent, and game engines are improving their GLB pipelines. For pipelines that do not involve Maya or 3ds Max, GLB is increasingly viable as the primary interchange format.

When to Use Each

ScenarioUseWhy
Web 3D viewerGLBOnly format web engines support
Android/WebXR ARGLBRequired by SceneViewer and WebXR
Godot game engineGLBNative format, best support
Unity import pipelineFBXNative Unity importer, best workflow
Unreal EngineFBXBest-supported import format
Maya/3ds Max pipelineFBXNative format for these tools
Blender primary workflowGLBExcellent native export, smaller files
Distribution/sharingGLBSingle file, open format, better compression

Frequently Asked Questions

Can I convert FBX to GLB without losing quality?
For geometry, materials, and skeletal animation — yes, the conversion is essentially lossless. FBX features not supported in glTF (NURBS, subdivision surfaces, some custom properties) will be lost. For typical game characters with baked meshes and textures, the conversion is clean.
Which format is better for character animation?
Both support skeletal animation with bones, skin weights, and morph targets. FBX has better tool support in Maya and 3ds Max during the creation phase. GLB is better for delivery to web and Godot. Many pipelines use FBX during creation and convert to GLB for runtime.
Is FBX being replaced by GLB?
Gradually, for real-time applications. GLB is gaining ground in game engines (especially Unity's runtime loading) and is already dominant in web/AR. FBX remains entrenched in VFX and high-end game DCC pipelines, particularly those centered on Maya. Full replacement will take many years.
What tool should I use to convert FBX to GLB?
Blender is the best free option — import your FBX, then export as GLB. For batch conversion, FBX2glTF (command-line, from Facebook/Meta) handles most files reliably. Avoid online converters for complex rigged characters as they may drop animation data.

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