Why convert 3DS to GLB?
3DS is a decades-old format with tight 16-bit limits on vertices and faces per mesh and a limited material model. It persists in huge legacy asset libraries that are otherwise stranded off the web.
GLB is the modern, lossless container for delivering those assets to web, AR, and current game engines.
What Zlim optimizes
Once 3DS support ships, Zlim will parse 3DS meshes and materials, map them onto glTF PBR, index and quantize the geometry, apply Draco compression, and transcode textures to KTX2 — producing a single GLB that current runtimes load natively.
FAQ
Are 3DS materials and textures preserved?
That's the plan: once 3DS support ships, the 3DS material model will map onto glTF PBR, with referenced textures bundled and compressed into the GLB.
Can I batch-convert an entire 3DS library?
That's planned. The CLI batch command will let you point Zlim at a folder of .3ds files and get an optimized GLB for each. Join the waitlist to be notified when 3DS support lands.
3DS → GLB is on the roadmap
Join the waitlist — we’ll notify you when it lands.