Draco geometry
Industry-standard mesh compression from Google. Big win on detailed models — often 80 %+ off the geometry payload alone.
A free online 3D-model compressor that runs entirely in your browser. Drop a
.glb, .gltf, .obj, .stl,
.ply, .dae, or .fbx in and get a much smaller
.glb back — same Draco geometry + WebP texture pipeline the paid services use.
Tested down to 98% smaller on real models. No sign-up, no upload, no limit.
A GLB compressor shrinks the file size of a 3D model in .glb (binary glTF)
format — usually by compressing the mesh geometry with Draco and re-encoding textures as
WebP — so it loads faster on the web, in AR, and in games. This one is
100% free, requires no sign-up, and runs entirely in
your browser, so your model is never uploaded to a server. It also accepts
OBJ, STL, PLY, COLLADA, and FBX files and converts them into a compressed GLB.
Industry-standard mesh compression from Google. Big win on detailed models — often 80 %+ off the geometry payload alone.
Textures get re-encoded as WebP at a sensible quality level and optionally resized. That's where the headline savings come from on real assets.
Your model is decoded, transformed, and re-encoded in WebAssembly inside the page. No upload, no server, no log entry.
Yes. No sign-up, no trial period, no paid tier. Because compression runs in your browser, we don't pay for compute time — so we don't charge for it either.
No. The .glb file is read, decoded, compressed, and re-encoded entirely
inside your browser tab using WebAssembly (Draco) and the Canvas API (WebP). The
bytes never leave your machine.
With the default Draco geometry + WebP textures + 1024 px max settings, real-world models typically shrink by 70 %–98 %. A 10 MB scanned mesh often lands under 1 MB.
No hard cap. Most browsers comfortably handle GLBs up to a few hundred megabytes. If you have a 1 GB GLB, expect the tab to use a lot of RAM and to take a while.
Input: .glb, .gltf (embedded), .obj,
.stl, .ply, .dae (COLLADA), and
.fbx (experimental). Output is always a compressed
.glb — the modern, web-friendly binary glTF format.
OBJ / STL / PLY don't have any built-in compression of their
own, so converting them into a Draco + WebP GLB is the biggest practical size win
you can get without throwing away geometry. .gltf files that reference
separate .bin and texture files can't be picked up through a single
file input — only embedded (single-file) glTFs work.
Geometry: Draco (KHR_draco_mesh_compression), or
quantization, or none. Textures: WebP
(EXT_texture_webp) by default, AVIF
(EXT_texture_avif) as an option. Built on
gltf-transform,
the same library most paid GLB compressors run on top of.
For typical PBR-textured models, yes. Draco at the default quantization is visually lossless for most use cases, and WebP at quality 0.85 is a strong sweet spot. If you see artifacts on a specific model, choose Quantize or Keep as-is for geometry, or bump max texture size up to 2048 px.
Yes. The output is standard glTF 2.0 with the Draco and WebP extensions. Three.js
needs DRACOLoader wired into GLTFLoader; Babylon.js and
<model-viewer> support both extensions out of the box.