Ever wondered why two GLB files of the same object can be wildly different sizes — one grey clay at 200KB, the other photoreal at 80MB? We crack open the binary format byte by byte. You'll learn the twelve-byte header, the JSON scene graph chunk, and the binary buffer chunk that holds vertex data. Then we dive into textured versus untextured models: embedded images with UV maps, material-only PBR values, baked vertex colors, and bare geometry. We cover the full PBR material set — base color, metallic-roughness, normal maps, ambient occlusion, emissive — and what visually breaks when each is missing. Plus Draco and Meshopt compression, texture resolution tradeoffs, and how to inspect an unknown GLB before dropping it into a project.