3D model converter

Modelling tools, slicers, game engines and web viewers each want a different file, and the differences between the formats are mostly about how much they carry besides the shape itself.

Up to 100 files at once. Mixed formats are fine.

Every 3D format we handle

6 formats in this category, 30 working conversions — 30 of them without your file leaving the device.

  • STLSTL

    The 3D printing standard. Triangles only — no colour, no material, no texture.

  • OBJOBJ

    A plain-text 3D mesh format every modelling program can read.

  • PLYPLY

    The scanner format. Carries per-point colour, which is why 3D scans arrive as PLY.

  • GLTFGLTF

    The 3D format for the web. Geometry, materials and animation as JSON, usually beside a .bin file and its textures.

  • GLBGLB

    glTF with its textures packed in. One file instead of a folder full of dependencies.

  • 3MF3MF

    The modern replacement for STL. Keeps colour, materials and units instead of bare triangles.

Geometry, and everything else

STL stores triangles and nothing else — no colour, no texture, no material, not even a unit. It is what 3D printing has standardised on precisely because a printer needs a watertight shape and nothing more, and it is why converting a textured model to STL loses everything except the form.

OBJ adds materials and texture coordinates. GLB and glTF go further and are built for the web and for game engines: one file carrying geometry, materials, textures and animation together. Converting up from STL cannot invent the information STL never held, so a converted STL is a shape and stays a shape.

Scale is the thing that bites

STL has no unit. The numbers in the file are just numbers, and whether they mean millimetres or inches is a convention between the tool that wrote it and the tool that reads it. This is why a model sometimes arrives in a slicer at twenty-five times the intended size, and it is a property of the format rather than of the conversion.

If a converted model comes out wrong by a suspiciously round factor, that is almost always what happened, and the fix is in your slicer rather than here.

Mesh formats and scene formats are different jobs

STL and OBJ describe geometry: triangles and, in OBJ’s case, texture coordinates. GLB, GLTF and FBX describe scenes — geometry plus materials, textures, cameras, lights, node hierarchies and animation. Converting from a scene format to a mesh format necessarily discards everything that is not shape.

That is the decision to make before converting rather than after. If the destination is a 3D printer, geometry is all that matters and STL is correct. If it is a game engine, a web viewer or an animation tool, converting to STL throws away the work.

STL has no colour, no units and no orientation

An STL file is a list of triangles and nothing else. There is no material, no texture, no colour, and — importantly — no declared unit. A model authored in millimetres and one authored in inches look identical in the file, and the reader guesses.

That is the origin of the classic problem of a print coming out twenty-five times too large or too small. It is not a conversion error; the information was never in the file. Checking the dimensions in the slicer before printing is the only reliable defence.

GLB is GLTF with everything inside it

GLTF is a JSON file that references its textures and geometry as separate files sitting beside it. GLB packs all of them into one binary file. The content is the same and the difference is entirely about whether the model travels as one file or as a folder.

For anything being sent, uploaded or embedded on a web page, GLB is almost always the right choice — a GLTF whose textures went missing renders as untextured grey, and separating them is easy to do by accident. Keep GLTF where the assets are being edited and referenced by other things.

Normals, winding and the surfaces that turn inside out

Every triangle has a facing direction, derived from the order its vertices are listed and from stored normal vectors. Where those disagree or are missing, a renderer draws parts of the model inside out — a surface that vanishes when viewed from one side.

Slicers are more forgiving than renderers because they care about enclosed volume rather than appearance, which is why a model can print correctly and look broken in a viewer. If a converted model has holes that are not holes, inverted normals are the usual cause and most 3D tools can recalculate them.

3D model converter: common questions

Will my textures and colours survive?

Only into formats that can hold them. STL stores triangles and nothing else, so converting to it keeps the shape and discards materials and textures. GLB and OBJ carry them.

Which format should I use for 3D printing?

STL, which every slicer accepts, or 3MF where your slicer supports it — 3MF carries units and metadata that STL simply has no place for.

Why is my model the wrong size?

Because STL has no unit — the numbers are just numbers, and the meaning is a convention between tools. A wrong size by a round factor is almost always this, and the fix is in your slicer.

Is my model uploaded?

No. It is converted in your browser and never leaves your device, which for unreleased work or a client model under NDA is rather more than a convenience.