Watermark a GLB

Write your mark over the model's color textures — a discreet corner or a diagonal tile pattern. Only baseColor and emissive are touched: data maps stay intact so shading is never corrupted. Everything runs in your browser.

What this tool does

How it works

  1. 01

    Upload your GLB

    It is processed locally with gltf-transform in your browser and the color textures found are listed. The file never leaves your machine.

  2. 02

    Configure the mark

    Type the text, pick opacity, size and mode (corner or tile). The text is white with a thin black outline, readable on both light and dark textures.

  3. 03

    Review and download

    Compare each texture before and after, then download the watermarked GLB ready to share.

Frequently asked questions

Why are only color textures marked?

In a PBR material, normal, metallic-roughness and occlusion maps aren't 'visible' images: they encode vectors and scalars the GPU interprets. Drawing text there warps the surface and breaks reflections. A watermark only makes sense on baseColor and emissive — what the eye actually sees.

Does the watermark really protect the model?

It's deterrence and attribution, not DRM: it is baked into the GLB's textures, so any screenshot or render shows it. A skilled user can edit it out, but tile mode covers the entire texture and makes that job far more tedious. The geometry itself is not modified.

Which textures get skipped?

Textures compressed with KTX2/Basis (the browser can't re-encode them without transcoding) and textures over 8192px per side, which exceed the practical canvas limit. GLBs with meshopt-compressed geometry are supported; Draco-compressed ones are not.

Does it change the file's size or quality?

PNG textures are re-encoded losslessly; JPEG and WebP are re-encoded at high quality (0.92 and 0.9), so expect a slight size variation and minimal recompression. Geometry, materials and the rest of the GLB keep exactly the same structure.