Skip to main content
STL → OBJ

Convert STL to OBJ.

Convert an STL 3D model to OBJ for editing in most 3D software. Vertices and faces preserved exactly.

No signupPrivate, deleted after 1 hourFree to try

STL vs OBJ: from printing to editing

STL describes a model as a plain mesh of triangles, perfect for slicers and 3D printers, but minimal. OBJ is the long-standing interchange format that virtually every 3D application reads, from Blender and Maya to ZBrush, which makes it the natural choice when you want to actually edit or rework a model rather than just print it.

What's preserved

Vertices and faces transfer exactly, and multi-part STLs are merged into a single clean mesh. OBJ can also store texture coordinates and material references (via a companion .mtl file), but since an STL carries no colour or material data, there's none to bring across: you'd add UVs and materials in your editor.

Round-tripping

Done editing and ready to print again? OBJ to STL converts it back. For showing the model on the web or in a game engine instead, STL to GLB is the better target.

How it works

  1. 01

    Upload your STL

    Drop a 3D model or pick one from your device. Private by default.

  2. 02

    Convert with trimesh

    trimesh reads the geometry and writes OBJ, vertices and faces preserved exactly, no paid API in the loop.

  3. 03

    Download

    Grab your OBJ.

Geometry preserved exactly, vertices & faces

Watertight meshes stay watertight

Private uploads, auto-deleted after 1 hour

No watermark, no signup to try

Free and open-source engine (trimesh)

STL to OBJ

This converts the 3D geometry from STL to OBJ. Vertices and faces carry over; support for colour, materials and textures depends on the target: OBJ keeps more scene data.

Common questions

Is it free?+

Yes. Convert STL to OBJ free. No signup, no watermark, no daily cap.

Is my model private?+

Uploads go to a private bucket, are converted, and auto-delete after 1 hour. Files never touch a third-party converter.

Is the geometry changed?+

No. Vertices and faces are preserved exactly. Multi-part scenes are merged into a single mesh for clean output.