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The Complete FBX to USDZ Conversion Guide

September 03, 2026

General Information

This guide is part of the RapidPipeline 3D Formats Knowledge Database.It shows how to convert FBX to USDZ, if you'd like to know more about the formats, please check out the following links:

Converting and Optimizing FBX Files to USDZ

There are various ways to convert between FBX and USDZ. With RapidPipeline, you can easily convert and and optimize FBX files, at scale. It supports USDZ, as well as many other file formats (examples: PLY, OBJ, VRM, glTF, STL, USD), at high quality.

Below you can find a video explaining how to convert your files:

What are FBX and USDZ files commonly used for?

The FBX file is a format mostly used for interactive 3D & rendering applications.
The USDZ file is a format mostly used for interactive 3D, on the Web and elsewhere (e.g., in XR).

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Comparison of Features Supported by FBX and USDZ

FeatureSupported by FBXSupported by USDZ
PBR MaterialsYes0Yes
Transparent MaterialsYesYes
Vertex ColorsYesYes
MaterialsYesYes
Embedded TexturesYesNo
Normal MappingYesYes
Procedural TexturesPartialYes
Texture CompressionPartial1No
Texture TransformsYesYes
Multiple UV ChannelsYesYes2
TexturingYesYes
Hierarchical Scene GraphYesYes
Scene CompositionNoYes
Scene NodesYesYes
Quad MeshesYesYes
Free-Form SurfacesPartial3Yes
Geometry CompressionPartial4No
Basic 3D GeometryYesYes
Standardized FormatNo5Yes
Morph TargetsYesYes
Skinned AnimationsYesYes
Rigid AnimationsYesYes
AnimationsYesYes

0 - Multiple PBR models are supported as there is no standard for materials in FBX.
1 - FBX does not enforce a specific image format or GPU-level texture compression. Embedded textures can use compressed formats like JPEG, but formats such as BCn/DXT are not natively supported.
2 - This and other properties of USDZ (including specific PBR materials, etc.) might not be supported in Apple's ARKit implementation.
3 - The FBX SDK includes dedicated NurbsSurface and NurbsCurve node types. However, support varies by application — some tools (e.g. Blender) convert NURBS to meshes on export.
4 - FBX binary format uses zlib/deflate compression for geometry array data internally. It does not support dedicated geometry compression schemes like Draco.
5 - Compatibility of all properties strongly depend on particular compatibility of the tools that export / import the DCC file, as there is no clear standard for this format.

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Limitations of FBX Files to USDZ Conversion Workflow

The following limitations should be taken into account when converting FBX files to USDZ format:

FBX Feature (not supported by USDZ)Limitation Details
Geometry Compression

Geometry Compression Support:

FBX: Partial support | USDZ: No support

Geometry Compression illustratedlack of support for Geometry Compression illustrated

FBX Notes:

FBX binary format uses zlib/deflate compression for geometry array data internally. It does not support dedicated geometry compression schemes like Draco.

Impact:

Geometry compression describes the process of compressing the representations of a 3D model's geometry, usually a triangle mesh. 3D geometry compression does not change the topology of a 3D model, but just changes the way that a 3D model and its 3D positions and related vertex data is stored. Geometry compression can be lossy (just like JPEG compression in image processing can be lossy, for example), in which case one might notice slight artifacts like variations in 3D vertex positions (compared to the uncompressed 3D model). However, such differences are often not noticeable. There are only very few standards for geometry compression, like glTF's support of Draco compression and similar extensions.

Texture Compression

Texture Compression Support:

FBX: Partial support | USDZ: No support

Texture Compression illustratedlack of support for Texture Compression illustrated

FBX Notes:

FBX does not enforce a specific image format or GPU-level texture compression. Embedded textures can use compressed formats like JPEG, but formats such as BCn/DXT are not natively supported.

Impact:

Texture compression refers to a process of compressing 2D texture images for memory-efficient rendering (and sometimes for efficient transmission). The decompression of compressed texture data is therefore performed on-the-fly during rendering, so that it never has to be stored in unpacked form, but can be kept as-is in GPU memory. Formats supporting texture compression methods, such as the ones offered by glTF through KTX2 containers, therefore allow 3D models to use a smaller memory footprint on the client device during rendering. This can speed up rendering time, and also make it possible to store and use larger amounts of texture data than it would otherwise be possible.

Embedded Textures

Embedded Textures Support:

FBX: Full support | USDZ: No support

Embedded Textures illustratedlack of support for Embedded Textures illustrated

Impact:

Embedded textures allow the storage and exchange of an entire 3D model and its materials within a single file, by embedding the texture images directly into the 3D file (and not storing them as separate image files). Without support for this feature, textures have to be stored in separate image files, and referenced from the main 3D model file.

What's the best way to get FBX files into my 3D applications, and are there alternatives to using USDZ?

Doing 3D conversion right, especially at scale, can be tricky, as 3D data is in general a rather complex (yet very powerful!) medium. This also applies to FBX and USDZ files - the conversion guide above provides a rough first idea about that. Once you know what you would like to do, tools like RapidPipeline can help you perform the necessary steps, and to even automate the process for thousands or even millions of files.

Especially when introducing pipelines and workflows at scale in an enterprise context, it is usually good to rely on dedicated tools and expertise, making sure you do not introduce any steps into your 3D workflow that are detrimental to the final output's quality, or that take your team too much time (and money).

If you're interested to hire dedicated expertise from the best in the field to help your company reach your goals fast and reliably, please do not hestitate to contact DGG. Being the creators of RapidPipeline, and ambassadors for open 3D standards for more than a decade, we have been building some of the world's most advanced 3D pipelines, having processed many millions of 3D assets.

Therefore, our expertise will help you to reach your goals faster, at scale, and with the least possible friction, since we are focused on maximum interoperability.

To get started with 3D data conversion and optimization today, sign up for a free account!

If you have any questions, feel free to chat with our human team.

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3D Knowledge Team

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