One of the designers at my workplace was running into blank walls and, after testing my ususal methods for fixing the blank texture maps, we discerned that the only cause left was that the graphic in SketchUp was simply too large from a pixel dimension. Come to find out he was using production level sizes - so his graphic was 52k pixels wide and that begs the question..
What are Twinmotion's restrictions on pixel dimensions for imported PNG/JPEG formats?
Thanks for posting in the community and good question!
Twinmotion limits textures to 8k resolution. That being said, most native Twinmotion materials are in 2k resolution. Here are some other best practices for creating custom texture maps from this doc:
Save your texture maps using the .png file format. PNG is the most optimized file format for texture maps in Twinmotion, and for real-time rendering in general.
The dimensions of your texture maps should be in powers of two (2), such as 512 x 512, 1024 x 1024, or 2048 x 2048 pixels.
Avoid saving texture maps in dimensions higher than 2048 x 2048, as this can quickly increase memory consumption in Twinmotion. Most Twinmotion native materials are in 2K resolution (2048 x 2048).
Use seamless (or tileable) texture maps to create a smooth continuous pattern. Otherwise, you may see breaks or seams when a pattern is repeated.
Twinmotion does not support Ambient Occlusion (AO) maps. If you want to use an AO map in Twinmotion, you can do so by combining it with the Normal map and blending the two maps together using a design software application such as Photoshop.