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Materials and Textures

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97 comments

  • overthere

    Is it actually possible to bake lighting and texture from Keyshot, googling would seem to suggest not?

    0
  • James

    @overthere - I've done quite a bit of googling myself, I also think not...

    0
  • bigattck

    booo, making fbx not have texture is like not having water in the ocean.

    -1
  • James

    @bigattck - I'm not sure what you mean. We completely support textures in FBX, just not the specific "FbxLayeredTexture" http://help.autodesk.com/view/FBX/2015/ENU/?guid=__cpp_ref_class_fbx_layered_texture_html

    0
  • Kirill_llirik

    Hello James. Have a Sketchfab support import model with animation like a FBX Review? Its realy will be great for show 3d porfolio for animators.

    0
  • James

    Hi Kirill,

    Not yet, but animation is a big milestone for us in the future!

    0
  • KrzysztofZwolinski

    Can I pack textures to chanels ?? R-metallic, G-spec, B - ao etc. Les memory better performance special on web and mobile devices. Now im working with simple matcap shader that use only "Normalmap" and im using only R+G for normals, B is ambient and A is alpha.

    1
  • James

    @KrzysztofZwolinski - Not completely, but it's something we might implement in the future. You can do it with a few specific slots. Alpha Blending/Alpha Masking can use Alpha (A) or Luminance (R). Emission can use Luminance (R), and Base Color/Albedo can use Luminance (R).

    0
  • clockworxdesign

    Hi James, could i use animated textures in future? say upload a small gif for a blinking eye , or a short looping video clip to play on a TV on an exhibition stand or similar?

    1
  • James

    @clockworxdesign - Yes, it's something we're experimenting with.

    1
  • iqs99

    Hello can anyone tell me which type of normal map is accepted in Sketchfab, DirectX (X+, Y-, Z+) or OpenGL (X+, Y+, Z+) ?

    0
  • James

    @iqs99 - We offer an "Invert Y" option in the normal map channel in order to support both formats:

    normal map invert y

    0
  • degit22

    How to set in MTL file Diffuse / Albedo, Metalness, Specular, Roughness, Glossiness, Ambient Occlusion, Cavity, Normal, Bump, Emission, Opacity? Where an example?

    0
  • James

    @degit22 - You need to set your texture names like they are defined above:

    https://help.sketchfab.com/hc/en-us/articles/202600873-Textures-Materials-Formats#obj

    0
  • degit22

    @James - Before update work suffixes. Now textures do not automatically choose.

    0
  • James

    @degit22 - Ah, I'm sorry. I think it might be related to this bug. Could you try the workaround here?

    https://forum.sketchfab.com/t/sketchfab-does-not-load-automatically-textures/5535

    0
  • craftworkmobile

    Unity3d uses specular map from alpha channel. Is it possible to use it right from the texture alpha channel or I should use unique specular map?

    0
  • James

    @craftworkmobile

    For Classic materials, we support RGB and Luminance (R) in the specular slot, but not Alpha (A).

    For PBR (Metalness workflow), Specular F0 map is optional, but we expect a linear, grayscale RGB image.

    For PBR (Specular workflow), we expect an RGB map in the Specular slot.

    So, in your case, yes I think you should use a unique specular map.

    0
  • klonoaxlolo

    I have a klonoa model but when i add his textures his eyes aren't open all the way but his eyes are colored.  Someone please help me

    0
  • James

    Hi @klonoaxlolo - You can make the eyelid materials 100% transparent in 3D Settings: http://puu.sh/ofL3H/8b78d89a0e.jpeg

    0
  • frankmaraite

    In agisoft photoscan I can set 'UDIM texture layout' when exporting OBJ. Should I set this or not?

    0
  • James

    @frankmaraite - I'm not really sure what that option does, but I never set it when I use PhotoScan.

    0
  • jinkapo

    *coughs* So... I don't blame you from laughing at this, but I made a prop last night and was using sketchfab as a previewer while I was working on it at a public PC, so anyway, the computer decided to crashed and the files ended up becoming corrupt. So yeah, I was wondering if there is a way to retrieve my textures when the download property is a .blend file.

    0
  • James

    @jinkapo - These things happen :)

    If you packed the texture in the .blend file before exporting, you should be able to extract them in Blender. If not, you can grab them from Developer Tools > Resources.

    Edit: Turn off image compression to make sure you're downloading your original versions and not our processed versions:

    https://sketchfab.com/models/f3339e611a5143f88c09b9dfb56a0c7f?image_compression=0

    0
  • bicom

    .

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  • James

    @jk76 - looks like you got some answers on the forum?

    0
  • lukeyu

    Why "Invert Y" in the normal map would be a default setting ?

    0
  • James

    @lukeyu - Because DirectX (-Y) is more common than OpenGL (+Y)

    0
  • lukeyu

    Is it possible to let us to choose "Invert Y" option at once for all materials ?

    0
  • lukeyu

    And according this table (http://wiki.polycount.com/wiki/Normal_Map_Technical_Details) I think you should use OpenGL as a default

    0

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