What is glTF?
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What is glTF?
Definition glTF / GLB
glTF ("GL Transmission Format") is an open file format maintained by the Khronos Group that stores 3D geometry, PBR materials and animations in lean JSON and binary chunks (GLB). It is often referred to as "JPEG for 3D" because it provides render-ready assets with minimal overhead in the browser - see our WebGL showcase - in Unreal Pixel Streaming (demo on the 3D Render Studio page) or in AR Quick-Look (examples under Augmented Reality 3D).
Why is glTF worthwhile for brands?

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Learn more nowTechnology basics
- JSON + BIN - text descriptor plus binary buffer for geometry.
- PBR scheme - metal/rough workflow like in Unreal/Unity.
- Draco compression - optional ~60% smaller vertex data.
- KHR_materials_variants - a glTF extension that maps variants without asset duplicates (perfect for 3D configurators).
A compact deep dive is provided by the technical article "glTF: Behind the Scene of 3D Magic" - there you will find background information on file structure, extensions and performance tweaks.
Practical comparison: glTF vs FBX vs USDZ
Workflow: glTF export in 6 steps
- CAD clean-up → triangulate, hard edges, individual meshes per variant.
- UV mapping → 0-1 space; Texel density according to UV mapping glossary.
- PBR textures → Albedo, Normal, Roughness, Metalness (→ Roughness Map).
- LOD stacks → automatic reduction (30 %, 10 %).
- Activate Export → .glb (Binary) with Draco compression.
- QA → load in the glTF Viewer & in our 3D product configurator.
Quick tips
FAQ - glTF / GLB file format
What is the difference between glTF and GLB?
glTF is the JSON-Plus binary structure in several files, GLB packs everything into a single binary file - ideal for CMS uploads.
How large can a GLB for web viewers be?
Richtwert: < 15 MB inkl. LODs; für Mobile Pixel-Streaming unter 8 MB.
Does Shopify support glTF?
Yes, via Shopify Model Viewer. Example case: Bosch Rexroth used Unity → glTF → Shopify Setup. (see Unity Case Study)
Can I convert FBX → glTF?
Yes - Blender, FBX2glTF-CLI or KennyTools; check Materials as Spec-Gloss is converted to Metal-Rough (Rough = 1-Gloss).
How do I integrate glTF into a 3D virtual showroom?
Our 3D Virtual Showroom glossary page shows the workflow with Three.js loader and light probes.
How do I choose the right texture resolution for glTF models?
Guide value: for pure web viewers 1 - 2 k, for AR Quick-Look 1 k, for pixel streaming up to 4 k - depending on viewing distance and target device. Further guidelines can be found in the official glTF spec repository under "K - Images".
Does glTF support transparent materials such as glass or acrylic?
Yes - with the extensions KHR_materials_transmission (refractive glass) and KHR_materials_alphaMode (for simple opacity).
Can I add Physically-Based-Textures in JPEG XL or AVIF?
glTF 2.0 accepts all MIME types; most viewers support PNG / JPEG. A fallback is currently required for AVIF & JXL (see compatibility matrix in the glTF GitHub repo under "Texture Formats").
How do I quickly test the basic compatibility of my glTF in the browser?
Using the free glTF Viewer from Don McCurdy or our own viewer - just drag and drop, shader errors are highlighted in red.
Are animation bones and morph targets allowed at the same time?
Yes; glTF saves both types, but older web viewers do not support Morph + Skeletal in parallel - check first.
Which compression workflow is better - Draco or MeshOpt?
Draco offers a higher ratio (~60 %), but requires JavaScript decode; MeshOpt is faster, saves ~50 %. You can find a practical comparison at Keysoft (section "Compression").
How do I integrate variant swaps (color, fabrics) without duplicates?
Use KHR_materials_variants; one mesh, multiple material slots, variant JSON - ideal for 3D configurators.
Can I save shader nodes (e.g. clear coat) directly in the glTF?
Only via extensions such as KHR_materials_clearcoat. Proprietary shader graphs must first be baked into PBR maps.
What is the maximum polygon count for smooth web performance?
Up to ~100 k triangles per asset are common in WebGL-2; use LOD levels or instancing above this.
How do I migrate an existing FBX pipeline to glTF without material breaks?
FBX → Blender import → "Spec/Gloss → Metal/Rough" converter → glTF export with tested shader presets. You can find step-by-step instructions in the Blender glTF documentation and in the corresponding glTF Blender IO GitHub repo.