Compress Textures
Resize and re-encode the textures inside GLB and glTF models: 4K to 256, as KTX2 (ETC1S/UASTC), WebP, AVIF, JPEG or PNG. The quickest way to shrink a model, all in your browser. Takes FBX too, converted to GLB in your browser.
- Smaller
- Detail
- Fast
How to compress the textures in a 3D model
Compress Textures resizes and re-encodes the textures inside a GLB or glTF model, which is usually the quickest way to make a model much smaller. Set a maximum size from 4K down to 256, and choose WebP, JPEG, PNG, AVIF or GPU-ready KTX2 (Basis ETC1S or UASTC).
The model keeps its geometry and materials; only the images change. It runs in your browser, so nothing is uploaded.
Step by step
- Drop a .glb or .gltf model onto the page.
- Choose a maximum texture size and an output format.
- Check the new file size and preview the result.
- Download the model with compressed textures.
Questions
What is KTX2 and when should I use it?
KTX2 with Basis Universal compression stays compressed in GPU memory, unlike JPEG, PNG and WebP, which the GPU has to unpack to full size. That means less video memory and faster loading on mobile and VR. ETC1S gives the smallest files; UASTC keeps more quality and suits normal maps.
WebP or JPEG?
WebP is usually smaller than JPEG at similar quality and supports transparency. Most modern engines and browsers accept WebP textures in glTF; if a target does not, use JPEG for colour maps and PNG where you need exact values.
What texture size should I use?
For mobile and the web, 1K or 2K is enough for most objects; keep 4K for large surfaces or hero assets seen up close. Halving the resolution cuts the pixel count to a quarter.