---
title: "Compress GLB 3D Models — Draco, Free, No Upload | Compress Pro"
description: "Compress GLB 3D models right in your browser — Draco or Meshopt geometry, texture recompression, optional simplify. Nothing is uploaded. Free & private."
canonical: https://compress-pro.com/compress-glb
---

# Compress GLB 3D models.

> 3D models crushed with Draco — right on your own device.

Compress GLB 3D models entirely in your browser — **geometry crushed with Draco or Meshopt, embedded textures re-encoded, optionally fewer triangles**. Product models, scans and game assets shrink dramatically; nothing is ever uploaded.

**No uploads · No ads · Free & open source.**

## How it works

1. Drop files anywhere on the page, click to browse, or paste with Ctrl/⌘ + V.
2. Pick a quality or preset — or set an exact target size and let the tool find it.
3. Compress, compare before/after, and download — individually or as a ZIP.

## Three ways to compress geometry

Draco (Google) packs vertex data and connectivity the tightest and is decoded by three.js, Babylon.js, <model-viewer> and every major engine. Meshopt (EXT_meshopt_compression) trades a little size for very fast, GPU-friendly decoding — also widely supported. And None quantizes the numbers without any compression extension at all: the output opens in every glTF viewer with zero extra decoders, which makes it the safe pick when you don’t control the viewer.

## Textures and triangles

Embedded JPEG textures re-encode at your chosen quality and PNGs can be downscaled — 4K textures are the usual culprit in oversized web models, and the Max texture size cap alone often halves a file. Any texture that would grow is kept untouched, and GPU-compressed formats (KTX2) pass through as-is. The optional Simplify slider decimates the mesh itself — permanent detail loss, but the biggest wins on dense photogrammetry scans.

## Under the hood

The pipeline is glTF Transform — the reference glTF processing library — running with Google’s Draco codec and meshoptimizer compiled to WebAssembly, all inside a worker on your device. Deduplication, welding and pruning run first, then your chosen codec; animations, materials and scene structure are carried over untouched. Your model never leaves the browser — no queue, no server, no copy of your asset anywhere.

## Frequently asked questions

### Will the compressed model open in my viewer?

Draco and Meshopt output needs a viewer with the matching decoder — three.js, Babylon.js, <model-viewer> and the major engines all bundle both. If you can’t control the viewer, pick None: that output needs no decoder at all.

### Are animations and materials preserved?

Yes — animations, skins, materials and the node hierarchy pass through untouched. Only vertex data is compressed and textures re-encoded; nothing is restructured.

### Why is my .gltf file rejected?

A .gltf keeps geometry and textures in separate files this browser tool can’t reach. Export as a single .glb (Binary glTF) — every DCC tool and engine has that option — and it will convert.

### Is my model uploaded?

No. The whole pipeline — parsing, compression, texture re-encoding — runs in your browser. The server only delivers this page; your asset never leaves your device. Want proof? Run one file through, switch your connection off, and run another — it still works.

## Related tools

- [Compress images](https://compress-pro.com/compress-image)
- [Compress videos](https://compress-pro.com/compress-video)
- [Zip & Unzip files](https://compress-pro.com/zip-files)

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Part of [Compress Pro](https://compress-pro.com/) — every tool page has a markdown twin at `<page url>.md`. Full tool index: [llms.txt](https://compress-pro.com/llms.txt)
