# Mapping multiple materials to an OBJ model in THREE.js

**URL:** <https://discourse.threejs.org/t/mapping-multiple-materials-to-an-obj-model-in-three-js/2577>\
**Category:** Questions\
**Tags:** loaders, textures, materials\
**Created:** [April 24, 2018, 5:43pm UTC](https://discourse.threejs.org/t/mapping-multiple-materials-to-an-obj-model-in-three-js/2577 "2018-04-24T17:43:17Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Mugen87](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/mugen87/32/5645_2.png) [@Mugen87](https://discourse.threejs.org/u/Mugen87)\
**Post date:** [April 24, 2018, 8:23pm UTC](https://discourse.threejs.org/t/mapping-multiple-materials-to-an-obj-model-in-three-js/2577/2 "2018-04-24T20:23:17Z")

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Not the solution but a workaround: Why not converting your `OBJ` to `glTF`? Then you can use `GLTFLoader`, which has a built-in handling of `DracoLoader`.

Check out the following example: [https://threejs.org/examples/#webgl\_loader\_gltf\_extensions](https://threejs.org/examples/#webgl_loader_gltf_extensions)

Select the `Duck` model and then the `Draco` extension so see it in action.

Also see: [A .glb model loaded using GLTFLoader isn't compressing despite using DRACOLoader](https://discourse.threejs.org/t/a-glb-model-loaded-using-gltfloader-isnt-compressing-despite-using-dracoloader/2345/5?u=mugen87)

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