The 60-second answer: drag the GLB into Blender, check the scale against something you trust, make sure the textures are packed, then File - Export - FBX with Embed Media ticked. Done. Everything below is the explanation for why those three checks are the ones that matter, and how to fix the four problems that account for almost every conversion gone wrong.
Why these two formats exist
| Format | What it is for |
|---|---|
| GLB (glTF binary) | Web and real-time: one file, geometry and textures together. What most AI generators hand you. |
| FBX | Engines and DCC software: Unity, Unreal, Maya and friends. Also carries rigs and animation. |
| OBJ | The oldest exchange format: reliable geometry, textures as loose files. |
| STL | 3D printing only: geometry, no colour, no materials. |
The short story: GLB won the web, FBX won the engine room. When your model crosses from one world to the other, someone has to translate - and Blender is the best free translator there is.
The conversion, step by step
01 - Import. Drag the .glb into the viewport or use File - Import - glTF 2.0. In the import panel, leave +Y up on (Blender converts the orientation for you) and check the Scale field if the model looks wrong-size immediately.
02 - Verify against a reference. Drop a 1 metre cube next to the model. A human-height character should look human; if it looks like a chess piece, fix the scale now, not later.
03 - Sort the materials. glTF models often arrive with one material per texture - tidy, or merge duplicates so the export carries a sane material count.
04 - Export. File - Export - FBX. In the panel: include the objects you want, tick Apply Modifiers, keep +Y up, enable Embed Media, and pick FBX 7.4 for the widest engine compatibility. Export.
The four problems that cover almost everything
- Tiny or enormous model - units. Fix with the import Scale field (0.01 / 100 are the classic values), then apply the scale on the objects before treating the file as done.
- Missing textures - images left behind. File - External Data - Pack Resources after import; Embed Media on export. Both directions protected.
- Dark, inside-out surfaces - flipped normals. Edit mode, select all, recalculate outside.
- Millions of triangles - the classic AI-generator output. Convert first, then retopologise or decimate to a budget; an FBX full of triangles is a conversion that succeeded and a file that failed.
When the GLB is AI-generated
Web generators - Meshy, Tripo, Sloyd-style tools - hand you GLBs with characteristic habits: metres, packed textures, high triangle counts and one material per region. The conversion above handles all of it; what a GLB cannot carry is judgement about what the model is for. Engine-ready means a poly budget, a merged material set and a checked pivot. No format converts you into those.
The shortcut worth knowing
There is a version of this workflow with no conversion in it. When the model is generated inside Blender - in the scene, at the right scale, as an editable object - there is no GLB to import, no scale roulette to play, and the FBX comes off the same object you have been editing all along. If you already have a folder of GLBs, the recipe above is what it is for. If you are about to prompt something new, the in-scene flow skips the whole page.
