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FBX vs OBJ: which should you export?

OBJ is simple geometry; FBX carries hierarchy, materials and animation. What each keeps, what each loses, and which your tool wants.

Aman PorwalFounder @ Vi3W

3 min read

A pencil sketch of a brass lantern on paper, with the same lantern rising off the page as a solid, lit object

Quick answer

What is the difference between FBX and OBJ?

OBJ is a simple, open text format that stores geometry, UVs and normals, with basic materials in a separate MTL file. FBX is a richer format that also stores hierarchy, PBR-capable materials, skeletons, skin weights and animation. Use FBX for game engines and anything animated; use OBJ for simple static geometry, 3D printing and maximum compatibility.

OBJ in one paragraph

OBJ (Wavefront) is one of the oldest 3D formats still in common use. It's plain text: a list of vertices, texture coordinates, normals and faces. Materials go in a companion .mtl file, which references texture images by file name. It has no concept of animation, bones or a scene hierarchy beyond named groups. Almost every 3D tool on earth opens it.

FBX in one paragraph

FBX is a format originally from Kaydara and now owned by Autodesk. It stores a full scene: meshes, a node hierarchy with transforms, materials, cameras, lights, skeletons, skin weights, blend shapes and animation curves. It's the standard interchange format for game engines, especially Unity (which calls FBX best practice) and Unreal.

What each keeps

  • Geometry, UVs, normals: both.
  • Multiple objects and hierarchy: FBX keeps parent-child transforms; OBJ only has flat groups.
  • Pivots: FBX keeps each object's pivot; OBJ bakes positions into vertices.
  • Materials: OBJ's MTL is basic (colour, a few maps); FBX supports more, though PBR conventions vary between tools.
  • Embedded textures: FBX can embed them; OBJ always references separate files.
  • Skeletons, skinning, animation: FBX only.
  • Units: FBX stores a unit scale; OBJ has none, so tools assume their own.
  • File type: OBJ is open text; FBX is proprietary (binary or ASCII).

When to export OBJ

  • 3D printing. Slicers like PrusaSlicer and Bambu Studio open OBJ directly, and colour/animation don't matter. See convert OBJ to STL if yours wants STL.
  • Simple static props where you'll assign materials by hand anyway.
  • Maximum compatibility with old or unusual software.
  • Inspecting or editing geometry in text, or with scripts.

When to export FBX

  • Unity and Unreal Engine. FBX is their native path.
  • Anything rigged or animated.
  • Multi-part models that must keep their hierarchy and pivots (a car with separate wheels).
  • Handing assets between DCC tools like Blender, Maya and 3ds Max.

And glTF?

For many uses, glTF 2.0 (GLB) is a better choice than either: open, compact, PBR materials standardised, and supported by Godot, Blender, the web and Unreal. glTF vs FBX compares those two.

Common problems

  • OBJ textures missing: the .mtl file or the images didn't travel with the .obj. Keep them in the same folder. Textures missing after import.
  • OBJ wrong size: no units in the file. Scale on import.
  • FBX wrong size or rotated: axis and unit settings on export. Check forward/up axes and "Apply Scalings" in Blender's exporter.
  • FBX materials look different: PBR material conventions vary; reconnect maps in the engine.

From Vi3W

Vi3W exports glTF/GLB, FBX and OBJ. Its OBJ export is geometry only: PBR maps are lost, so choose it for printing or when you'll re-texture. Choose FBX for Unity and Unreal, and GLB for Godot, the web and Blender.

Need a model in the right format? Generate it in Vi3W and pick FBX, GLB or OBJ at export.

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