Skip to main content
Back to all articles

GLB vs GLTF vs FBX vs OBJ: Which 3D Format Should You Use?

If you have spent any time animating and exporting 3D models, you have almost certainly run into an alphabet soup of file formats: GLB, GLTF, FBX, and OBJ, among others. Each one exists for a reason,…

If you have spent any time animating and exporting 3D models, you have almost certainly run into an alphabet soup of file formats: GLB, GLTF, FBX, and OBJ, among others. Each one exists for a reason, and choosing the right one for your project can save you real time and frustration. This guide breaks down what each format actually does well, and when to reach for it.

OBJ: The Simple, Static Workhorse

OBJ is one of the oldest and simplest 3D formats still in wide use today. It stores basic geometry, meaning the shape of a 3D model, along with references to texture materials. What OBJ does not support is animation or bone rigging of any kind. It is a format for static, unanimated models.

Use OBJ when you need to move a simple, unanimated 3D shape between different pieces of software, such as importing a prop or environment piece that will never move on its own. For anything involving a rigged, animated character, OBJ is the wrong tool, since it simply has no way to store bones or keyframes.

FBX: The Long-Standing Animation Standard

FBX has been the dominant format for animated 3D content for many years, particularly in games and film. It supports full skeletal rigs, bone hierarchies, keyframe animation, and material information, and it is deeply supported across nearly every major 3D tool and game engine, including Unity and Unreal Engine.

FBX's biggest strength is compatibility. If you are unsure what format a particular tool or engine expects, FBX is very often a safe bet, since decades of tooling have been built around supporting it well. Its main downside is that it is a proprietary format, meaning its exact specification is controlled by a single company rather than being an open, community-governed standard, which occasionally leads to small inconsistencies in how different software interprets FBX files.

GLTF and GLB: The Modern, Open Standard

GLTF, sometimes described as "the JPEG of 3D," was designed from the ground up as an open, efficient format for transmitting 3D models, including full support for skeletal animation. It was built with modern use cases in mind, particularly web and real-time applications, and it has become the preferred format for many browser-based 3D experiences, including tools using Three.js and Babylon.js.

GLTF comes in two flavors. Standard GLTF stores your model's data as a text-based descriptor file, usually alongside separate binary and texture files. GLB is the binary version, which packages everything, the geometry, animations, and textures, into a single, self-contained file. For most practical purposes, GLB is the more convenient option, since you only have to manage one file rather than keeping several linked files together.

Because GLTF and GLB are open standards, not controlled by any single company, they tend to have very consistent behavior across different tools, and they have become the recommended format for many modern engines, including strong native support in Godot.

A Practical Comparison

FormatSupports AnimationBest For
OBJNoSimple, static props and environment pieces
FBXYesBroad compatibility, especially Unity and Unreal
GLTFYesOpen, modern pipelines, especially web-based projects
GLBYesSame strengths as GLTF, packaged into a single convenient file

So, Which One Should You Actually Use?

If you are exporting a static, unanimated object with no bones or keyframes involved, OBJ is perfectly fine and widely supported. If you are targeting Unity or Unreal Engine specifically, and want the smoothest, most well-documented workflow, FBX remains an excellent, safe choice. If you are building for Godot, for a web-based 3D project using something like Three.js or Babylon.js, or you simply want an open, future-proof format, GLB is very often the better pick, since it wraps everything into one clean, portable file.

Many experienced 3D animators simply export in more than one format when they are unsure, keeping both an FBX and a GLB version of finished animations on hand. Since a good animator tool supports multi-format export, this costs you almost nothing extra, and it means you are always ready no matter which engine or pipeline your project ends up needing.