A step-by-step guide to reduce your 3D model file size for use in the web configurator.
Target size: Under 5MB
Ideal size: 1–3MB
Why File Size Matters
Large GLB files cause slow loading times, poor performance on mobile devices, and a bad customer experience. The most common causes of oversized files are:
- High-resolution textures (4096×4096 or 2048×2048)
- Uncompressed geometry
- Unused data (animations, shape keys, armatures)
Step 1 – Clean Up in Blender
Before exporting, clean your scene to remove unnecessary data.
Remove unused objects
- Delete any hidden objects, lights, or cameras that are not part of the product
- Remove internal geometry that customers will never see
Resize textures
Large textures are the #1 cause of bloated GLB files. Resize them inside Blender before export.
- Open the UV Editor or Image Editor
- Select a texture
- Go to Image → Scale Image
- Set width and height to 512×512 (recommended) or 1024×1024 for hero detail textures
- Repeat for all textures in the scene
Remove unused data
In the Properties panel, disable or remove:
- Shape Keys – only needed for facial animation or morphing
- Armature / Skinning – only needed for rigged characters
- Animations – not needed for product configurators
Step 2 – Export from Blender with Correct Settings
Go to File → Export → glTF 2.0 and configure the right panel as follows:
Format
| Setting | Value |
|---|---|
| Format | glTF Binary (.glb) |
Include
| Setting | Value |
|---|---|
| Selected Objects | ✅ (recommended – export only your product) |
Transform
| Setting | Value |
|---|---|
| +Y Up | ✅ |
Mesh
| Setting | Value |
|---|---|
| Apply Modifiers | ✅ |
| UVs | ✅ |
| Normals | ✅ |
| Tangents | ❌ |
| Loose Edges / Points | ❌ |
Material
| Setting | Value |
|---|---|
| Images | JPEG Format (.jpg) |
| Image Quality | 75 |
| Create WebP | ✅ |
| WebP Fallback | ✅ |
Shape Keys
| Setting | Value |
|---|---|
| Shape Keys | ❌ |
Skinning / Armature / Animation
| Setting | Value |
|---|---|
| Skinning | ❌ |
| Animation | ❌ |
Compression ⚠️ Most Important
| Setting | Value |
|---|---|
| Compression | ✅ Enable this |
Draco compression alone can reduce geometry size by 30–50%.
Click Export glTF 2.0.
Step 3 – Further Optimize with gltf-transform (Recommended)
The gltf-transform CLI tool handles texture conversion and resizing after export, giving the best final results.
Install Node.js
Download and install from nodejs.org – choose the LTS version.
Install gltf-transform
Open Command Prompt (Win + R → type cmd → Enter) and run:
npm install -g @gltf-transform/cli
Open terminal in your GLB folder
- Open the folder containing your GLB file in Windows Explorer
- Click the address bar at the top
- Type
cmdand press Enter - The terminal opens already pointing to that folder
Run optimization
Inspect first – see what’s taking up space:
gltf-transform inspect yourfile.glb
Look at the resolution and size columns in the texture table. Any texture at 2048×2048 or 4096×4096 needs to be resized.
Resize and convert textures:
gltf-transform resize --width 512 --height 512 yourfile.glb resized.glb
gltf-transform webp resized.glb output.glb
Or do everything in one command:
gltf-transform optimize yourfile.glb output.glb --texture-compress webp --texture-size 512
Your optimized file will be saved as output.glb. The original file is not modified.
Expected Results
| Stage | Typical Size |
|---|---|
| Original (unoptimized) | 50–100 MB |
| After Draco compression | 15–25 MB |
| After texture resize to 512 + WebP | 2–5 MB ✅ |
Texture Resolution Reference
| Texture Type | Recommended Size |
|---|---|
| Base Color (diffuse) | 512×512 |
| Normal Map | 512×512 |
| Roughness / Metallic | 512×512 |
| Ambient Occlusion | 512×512 |
| Emissive | 512×512 |
If your product has very fine surface detail that looks blurry at 512, use 1024×1024 only for that specific texture.
Troubleshooting
Model looks blurry after optimization
Textures may have been resized too aggressively. Re-export from Blender using 1024×1024 instead of 512 for the base color texture.
Compression option not visible in Blender export
Update Blender to version 3.3 or later. Draco compression requires a recent version.
File is still over 5MB after optimization
Run gltf-transform inspect output.glb and check for any remaining 1024+ textures. Also check if multiple texture sets (materials) are sharing the same high-res image – consider whether all materials need their own unique texture.