How do I get materials and textures to import with Sketchfab models?

UE5, Mac, TM 2022.2. Even simple Sketchfab models are importing with only a default, plain white material. What am I missing?

Hi ,

Thanks for reporting this. I haven't been able to replicate this issue on my end, so I'm going to need help trying to figure out what might be causing this.

First, can you let me know which assets you noticed this occurring on? Please let me know as many as possible so I have more points of reference to see if I can reproduce this.

Additionally, can you try reproducing this issue by importing a Sketchfab asset into Twinmotion, and once the import finishes and the model is visible without textures, please close Twinmotion and save a copy of the .log file that is generated and send it to us? You can find the .log file in the location described in the Where to find Twinmotion .log file article. You can share the file by submitting a bug report to our support team here.

Best,

Raghib

Thank you for the quick response, Raghib. I've submitted a ticket with the latest log in accord with your instructions.

After more testing, not all Sketchfab assets have the problem, but a couple I found that do suffer from it are: "unidentified aircraft" and "neon stage." Thanks!

Possible workaround: download the model from the sketchfab website.

The 'Autoconverted format (glTF)' download comes with textures and unlike the import within TM it can retain it's hierachy if you want it.

After taking a look at some assets like the ones , we have some additional information to offer regarding this that might help clarify things.

Regarding the missing materials and models appearing untextured, there are two possible reasons for this.

The first is if you try use an FBX or other filetype that isn't glTF for the Sketchfab model to import. These models won't have textures and materials mapped by default, so the whole model will appear untextured, and this would occur for any software you use to view the model. The model will have a textures folder with all of the textures, and these will need to be mapped manually.

The second reason will occur when you import a glTF model downloaded form the Sketchfab website, or when you drag and drop from the Sketchfab library inside Twinmotion. Some models contain complex material channels, such as metallic and emissive material maps that can't be automatically interpreted by Twinmotion, so when imported into Twinmotion, these material channels will be converted to use Twinmotion's default maps. When you drag and drop the model into Twinmotion, the model is imported as a glTF import with a fully collapsed hierarchy that limits your ability to modify the model.

The workaround here, as mentioned by , would be to import download the glTF from the Sketchfab website and import that into Twinmotion. The downloaded glTF will come with a textures folder that you can use to manually remap the material channels that were converted to default. Using the glTF will significantly reduce the amount of remapping that needs to be done compared to an FBX import. You can use the Model Inspector in the Sketchfab website's viewport to verify which material channels are applied to which parts of the model to more accurately remap the model.

I hope that helps. If anybody has any questions, please let me know. We'll work to try and clarify any points of confusion and address any issues that might come up.

Best,

Raghib