Export formats

Which export format to choose for game engines, the web, Apple AR and 3D printing, and what each format keeps or drops.

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Models are stored once in threeD and converted when you export, so you can download any supported format at any time without regenerating.

FormatBest forPlan
GLB / glTFWeb, Three.js, Babylon.js, Godot, most game enginesAll plans
FBXUnity, Unreal Engine, Maya, 3ds Max (keeps rigs and animation)All plans
OBJ + MTLUniversal interchange for static meshesAll plans
USDZApple AR Quick Look on iPhone and iPadAll plans
STL3D printing slicers (geometry only, no colour)All plans

What each format keeps

GLBFBXOBJUSDZSTL
GeometryYesYesYesYesYes
UVsYesYesYesYesNo
PBR materialsYesPartial*Basic (MTL)YesNo
Textures in one fileYesOptionalNo (separate files)Yes—
Skeleton & animationYesYesNoYesNo

* FBX has no single standard for PBR materials, so engines interpret its material slots differently. threeD always includes the PBR texture maps alongside so you can reconnect them if needed.

Choosing quickly

  • Web, Three.js, Babylon.js, Godot, model-viewer: GLB.
  • Unity or Unreal Engine: FBX, or GLB with a glTF importer plugin.
  • iPhone and iPad AR: USDZ.
  • 3D printing: STL, or OBJ/3MF for colour printers.
  • Unsure: GLB is the most complete single-file option.

Units and orientation

GLB and USDZ exports use metres with Y up, following the glTF specification and Apple’s conventions. FBX exports default to centimetres with Y up for Unity and Unreal; you can switch to Z up for 3ds Max in the export dialog. STL has no unit, so set the size you want before export and pick millimetres in your slicer.

Want to check an export? Open it in the free GLB viewer. Already have a GLB and need another format? Use the free GLB converter.