3D model viewer
Open a model, look inside it, and move the parts around. 75 formats, in your browser, with nothing uploaded.
Drop a 3D model here
Any of the 75 formats we read, plus its textures and sidecar files, which get wired back up automatically.
Choose filesNothing is uploaded No account No file size limit
Formats this viewer opens
75 formats, every one of them read here in the browser. The format reference says what each can hold.
How it works
- 01
Open your model
Drop in any of the 75 supported formats, together with its textures and sidecar files if it has them. There is no upload step: the file is read where it already is, on your own machine.
- 02
View and navigate
Drag to orbit, scroll to zoom, and use the middle button or two fingers to pan. The angle presets jump to front, back, left, right, top, bottom and the two three-quarter views without losing your framing.
- 03
Inspect the details
Click a node in the hierarchy, or click a surface in the viewport, and it turns the accent colour so you can see what is selected. Its mesh, materials and texture maps appear in the panel over the model.
- 04
Move things about
Selecting a node puts three coloured arrows on it. Drag one to move it along X, Y or Z, or switch the handles to rotate and scale. Every move is undoable with the button or with Ctrl+Z, so nothing you try is permanent.
Preview 3D without expensive software
Opening a 3D file usually means owning the application that wrote it, or installing something heavy enough to read it. This viewer takes the other route: drop a file in and look at it. Rotate it, zoom in, and inspect its geometry, materials and textures from any angle. No licence, no account, no install.
Inspect the full hierarchy
Once your file loads, the hierarchy panel shows how the model is structured: nodes, object names, nested groups and mesh components, with a triangle count on each. You can hide any branch to see what is underneath it. For a complex file, or an asset you are about to put into an engine, that is usually the fastest way to understand what you have been sent.
Read the material and mesh properties
Selecting a node reveals the full breakdown: the material type and its colour, metalness, roughness, opacity and emissive values, the geometry type and its vertex attributes, and a thumbnail of every texture map with its resolution. It is the difference between “the model looks wrong” and “the normal map is 4096px and in the wrong colour space”.
Zoom, rotate, and explore
Scroll to zoom, drag to orbit, pan to move across the scene. The frame button centres the camera on whatever you have selected, which matters on scenes where the interesting part is one small component among hundreds. Every control floats over the model rather than sitting beside it, so the model gets the whole window.
Move, rotate and scale, with undo
Selecting a node puts the usual three coloured axes on it, straight away. Drag one and the node moves along X, Y or Z alone; switch the handles to rotate or scale for the same control over orientation and size. Nothing is destructive: undo walks back through every change, so you can pull a scene apart to see how it fits together and put it straight back.
Common questions
Is this private?
Yes, in the only sense that means anything: your model is never sent anywhere. It is read by JavaScript and WebAssembly running inside this browser tab, and there is no upload endpoint on the other end because there is no server involved at all. Turn your Wi-Fi off after the page loads and the viewer still works; that is the test worth doing.
What can I inspect?
The full scene graph, node by node: names, types, transforms, and which nodes are nested inside which. Select any node and you get its mesh: vertex and triangle counts, whether it is indexed, its draw groups, its bounding box and every vertex attribute it carries, along with each material on it: type, base colour, metalness, roughness, opacity, emissive, index of refraction, which side is drawn, and a thumbnail of every texture map with its resolution and colour space.
Which formats are supported?
75 of them, from the everyday (OBJ, FBX, GLB, STL, STEP) through to 3ds Max scenes, SketchUp models, IFC buildings and the long tail of game and archive formats. The format reference lists every one with what it can hold.
Can I see the model with its textures?
Yes, if the textures come with it. A GLB or a USDZ carries its images inside the file, so those just work. Formats that keep textures in separate files (OBJ with its .mtl, glTF with its .bin and images, 3ds Max scenes with their bitmaps) need those files dropped in alongside the model. Select them all at once and they get wired back up automatically.
Can I move a part of the model?
Yes. Click a mesh, in the viewport or in the tree, and the three axis handles appear on it. Drag the coloured arrow for the axis you want, or switch the handles dropdown above the viewport from move to rotate or scale for the ring and box versions. The read-out in the properties panel follows the handle, so you can watch the X, Y and Z numbers as they change. Undo steps back through every move, either from the button over the model or with Ctrl+Z, and Ctrl+Shift+Z goes forward again.
Can I convert what I am looking at?
Yes, the converter writes the same model out to any of 19 formats, GLB, FBX, OBJ, DAE, STL and USDZ among them. If the file is simply too heavy, the compressor will simplify it and re-encode the textures, and the renderer will turn it into images.