Materials and Textures

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  • Avatar
    James

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

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    epinephrine

    @James I've looked but there isn't :(

    Maybe something in my settings is wrong? Do I need to bake the particles before I can convert them??

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    lukeyu

    Yes, I received it, another suggestion is if API could add a parameter to define Normal direction, it's would be very helpful.

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    degit22

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

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    James

    Hi Justin,

    I also answered on forum. The viewer only includes textures that are actually used in model options, so you won't be able to access the other textures.

    I'm not sure what would cause the CORS error only intermittently. Maybe you have multiple domains?

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    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?

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    James

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

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    3dmodelado

    You can configure only the entirely model.
    It will be completely made of glass or completely made of chrome.
    But how to adjust the top of the glass?And the bottom of the chrome?
    When the model is loaded, the materials are not loaded (glass and chrome).
    Program are being created unwrap and they fall on the model.
    But this is a strange.It's not textures or materials and no materials.

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    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

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    overthere

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

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    bigattck

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

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    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, greyscale 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.

  • Avatar
    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

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    lukeyu

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

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    lukeyu

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

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    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.

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    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

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    MagmaMouse

    i new to this whole thing. so I use magicavoxel and i exported my file to obj. when i uploaded it, there was no color. how do i fix this?

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    iqs99

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

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    James

    Looks like you also reported the issue on GitHub? https://github.com/sketchfab/Unity-glTF-Exporter/issues/27

    Aurélien over there is the best one to help!

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    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

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    James

    @marcclintdion - At the moment, we output only 8 bit images.

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    James

    Hi Kirill,

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

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    3dmodelado

    Hello.

    How can i upload my model with materials of glass and chrome without textures?

    3D studio MAX and V-Ray

    Thank You.

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    James

    Thanks, I'm passing on the feedback and escalated the request in our tracker. You should receive an email from me soon.

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    James

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

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    James

    @MagmaMouse You can either select them all during upload or zip them together to save space.

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    marcclintdion

    Thanks James, Now that I know that 'Help Subscriptions' is available in the User drop-down menu the issue is solved. :)

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    James

    Hi,

    We support a maximum of 100 unique materials (see above in this article).

    The model where materials didn't work has 115 materials. The model that did work has only 93.

  • Avatar
    MagmaMouse

    @James yes there is. so i would just zip it up in a seperate file or?

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