Any info on Publishing Models to Fab?

Hi, Trying to figure out how to publish models for Fab. I am starting with 3D scans. For example have three Cookie Scans that will be one asset. So with that have a few questions:

  1. Anyway to include versions like with Megascans assets? For my scans I have a RAW Nanite ready version and a classic lower poly game ready model. Both use same UV layout but different baked maps.
  2. Can you upload multiple models in one asset? It looks like it only uses one model when reviewing and converting when I upload multiple FBX or a zip with multiple. Also I can not upload another FBX once one is added.
  3. Anyway to include a .uasset so that it can be dropped in the users project with the settings I want? Currently do not see any way I can have the files setup for Unreal for the user. Just original model and image files.
  4. If I was doing individual or small plants packs or other things that might require custom materials, how would I publish them for UE on Fab?

Appreciate any help since any of the Fab documentation I have gone through does not go over the actual asset creation process, just the technical requirements and whatnot. Want to be able to have a library that can be as easy as possible for customers while having the detail I want them to have.

I haven’t gone through the actual FAB publishing process, but I recently migrated a whole lot of scans from Sketchfab to fab. I recommend uploading fbx files to sketchfab, if you have multiple LODs just export them all as the same fbx. Then you can migrate from sketchfab to fab pretty easily. Also make sure your scan is not of a branded product or anything because it will get taken down, as many of my shoe scans have.

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Thank you for the reply! That is an interesting idea. I never made a seller account for Sketchfab though so not sure if a non-product scan can be migrated. Will take a look though.

for sure, the seller application process is very easy as well

Unfortunately you can not make a seller account with Sketchfab anymore. So the porting process will not work.

Still can really use help with this.

I have tried multiple ways to upload the assets but have not been able to figure out variants since the submission process only allows one version of each file type. So when I upload the Raw and High versions together in a zip or separate it only notices one model and combined the rest into one it calls ‘source’. So no way to make variants and no way to include different meshes into the same product using the current Fab submission.

You can upload one of the variants in additional file section. It keeps the original naming in the file.

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Hey, thanks for the reply! Is there any way to get the addition files to work for converting and using in Unreal Engine Fab’s importer? Similar to Megascan’s assets importing? Did not see any import anything but the FBX option in my test.

As for now I don’t think so. It will require manual set up. It would probably make more sense to upload uasset files.

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Okay, hopefully they will update it in the future to work a bit better. For now will try splitting the models up and just uploading one version of each.

Thanks again for the help!

Will keep this unresolved for now in case anything new comes up for this issue.

Okay, So I created a listing using the Unreal Engine format and as an Asset Pack. It is not perfect as it still does not allow version types to download in Unreal but it does load into the engine perfect via the Fab plugin. So that is awesome! There is still an issue though where the asset folder just imports into the main Content folder because it is an Asset Pack.

Initially it was declined because the folder structure because I had the Content>PublisherName>Package like-

Content
-PublisherName
–Asset

So changed it to get the product to publish. Is there any way though I could setup asset packs to go into an additional folder like my Publisher Name or even Fab>PublisherName>Asset like Megascans is being imported from Fab?