Mesh, rig, animation and textures in one .glb, saved inside a .zip with the texture page as a .png.
What gets baked, and what does not
Baked into the file: the triangle budget, the vertex grid, the texture size, palette and dithering, the skeleton and every animation clip.
Not baked: vertex jitter, texture warp, screen dither and resolution. A real PS1 did those while drawing, so they belong in your engine's shader. The preview shows what they will look like.
In your engine: set texture filtering to nearest (point), turn mipmaps off, and render to a 320×240 target.
Textures not showing? Many FBX files keep textures as separate images. Open the FBX and its images together, or add the images afterwards.
DEMAKER · MIT LICENSE · RUNS ON YOUR DEVICE, NOTHING IS UPLOADED · SOURCE ON GITHUB