# Quick start

> Export a GLB with web-ready textures, then adjust textures and update it without re-exporting the scene.

Texture Exporter docs · https://tools.ashthornton.dev/blender-texture-exporter/docs/quick-start/

The usual way to work: export the GLB once from Blender's glTF exporter, then fine-tune textures from the Scene panel and update the GLB in place.

## 1. Export the GLB

Open **File ▸ Export ▸ glTF 2.0**. In the sidebar, tick the header of the **Texture Export (KTX2 / WebP / AVIF)** section. It starts unticked, and the choice is saved with the scene.

![Blender's glTF export window with the Texture Export section open in its sidebar, listing the scene's textures and the selected texture's settings.](https://tools.ashthornton.dev/_astro/gltf-export.D4AtEUdP.png "File ▸ Export ▸ glTF 2.0")

Export as usual. Every texture is encoded with its current settings (KTX2 by default) into a `textures/` folder next to the `.glb`, and the GLB references those files. The add-on remembers this as the **last exported glTF**.

> **Note**
>
> Leave the exporter's **Images** option on **Automatic** (or any format except None) and **Materials** on **Export**, or there are no textures to export.

## 2. Open the Scene panel

Go to **Properties ▸ Scene ▸ Texture Export**. It lists every texture your objects' materials use. **Export To** is already set to *Relative to glTF* with the folder `textures`, so it writes into the same folder the GLB uses.

## 3. Adjust textures

Pick a texture in the list and change its format, scale or quality. As you go:

- **Details** shows the estimated file size, the GPU memory and any warnings.
- The **eye** on a row [previews the texture on your models](https://tools.ashthornton.dev/blender-texture-exporter/docs/preview.md) exactly as it will be exported, and updates as you change settings.
- **Apply to Selected** copies the active texture's settings to the textures you've ticked.
- **Select Objects** selects the objects that use the texture, so you can see where it is.

[Texture settings](https://tools.ashthornton.dev/blender-texture-exporter/docs/texture-settings.md) explains every option.

## 4. Export and update the GLB

Click **Export All and Update glTF**. Only textures whose settings changed are encoded again (with **Only Export Modified Textures** on, the default), and the GLB is repointed at the new files **without re-exporting it**: its geometry is copied byte for byte. The status box then says **Up to date**.

![The glTF status box: glTF sofa.glb, Up to date (13 textures), Update glTF and Re-encode Selected buttons, and Valid.](https://tools.ashthornton.dev/_astro/gltf-status.BUO_GLta.png "glTF status")

## 5. Re-export only when the scene changes

You only need to export the GLB again when meshes or materials change, or to bring back a texture you'd left out. Unchanged textures keep their existing files.

Then load the GLB in three.js: [Loading in three.js](https://tools.ashthornton.dev/blender-texture-exporter/docs/threejs.md).
