A GLB file is a 3D model saved in the binary version of glTF 2.0, an open format from the Khronos Group. It packs geometry, textures, materials and animation into one compact file, which is why GLB is the standard format for 3D on the web and in browser-based AR.
Also known as: .glb, glTF, glTF 2.0 binary, GL Transmission Format
A GLB model set up in illust AR Studio
How it works
glTF can be a text file plus separate textures; GLB bundles everything into one binary file. Blender, Cinema 4D, Maya and most 3D tools export GLB. For web AR, textures usually drive file size, so resizing and compressing them is the first optimization.
How it works in illust
illust's AR Studio accepts 3D models only as .glb, including Draco-compressed GLBs. Other formats such as FBX, OBJ or USDZ need converting to GLB first. If you bake your animations before exporting, they come through in the GLB and play in AR. Keep each file under 30MB; GIFs aren't supported, so use .mp4 or .mov for 2D motion.
Key facts
- Khronos's 3D Commerce asset creation guidelines cover file size, resolution, triangle count and draw calls for mobile and web publishing targets (Khronos).
- illust accepts 3D only as .glb, up to 30MB per file (illust FAQ).
- Apple's AR Quick Look uses USDZ; browser AR platforms use GLB.
- AI 3D generators export GLB too: it is one of Meshy's export formats and the default in Tripo (Meshy docs).
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FAQ
How big should a GLB be for AR?
As small as practical; aim for a few megabytes. Reduce texture resolution first (2K is usually enough), then polygon count.
Should I use GLB or USDZ?
Use GLB for browser AR and most platforms. USDZ is Apple's format for AR Quick Look; browser-based tools like illust don't need it.