All formats

GLB vs FBX

FBX is the interchange format between Maya, 3ds Max and Unity, with deep support for rigs, animation and scene data. GLB is open, smaller, and the format the web and AR viewers actually take. Author in FBX inside the pipeline, ship GLB out of it.

Side by side

SpecGLBFBX
Type3D model3D model
Extensions.glb.fbx
Introduced20171996
CompressionBothBoth
MIME typemodel/gltf-binaryapplication/octet-stream
Use it whenShowing a 3D model on the web, in a game engine, or in AR.Moving animated or rigged assets into a game engine.
Avoid it whenPrinting the model (use STL) or continuing to author it in a DCC tool (use its native format).Delivering to the web or AR, or printing. Convert to GLB or STL.

Where the usual answer breaks

Complex character rigs. FBX still carries skeletal and animation data that glTF exporters routinely simplify.

GLB

  • Everything in one file: meshes, PBR materials, textures, animation
  • Designed for fast runtime loading, not for editing
  • Native support in browsers, game engines and AR viewers
  • Not an editing format; round-tripping through it loses authoring data
  • Not accepted by 3D printing slicers
Full GLB guide →

FBX

  • Carries rigs, skinned meshes, animation, cameras and lights
  • The de facto standard for game engine asset pipelines
  • Widely supported across professional 3D software
  • Proprietary, with no fully open specification
  • Version differences cause real interoperability problems
  • Heavier than needed for simple static geometry
Full FBX guide →

Tools for these formats

Other comparisons

Last updated 2026-08-03