I thought when you export an FBX including the materials (which I did in Blender), it packs all the mats correctly–it appears it works, because if I just import the FBX into Unreal, and drag and drop the mesh into the scene, everything is perfect. Same with Blender–if I start a new scene, and just import my FBX, all the mats are correct.
For some reason FAB shifts a few of the UVs around. That just seems odd. Why would UVs shift? And why just the roughness and metallic? Why are diffuse and normal lined up properly?
Additionally, how do I ‘edit’ the model after it’s in FAB? In Sketchfab, I could go into each MatID, check each texture, tweak stuff, etc. In FAB, I see NO controls to work on the actual PBR set, environment, etc. Where are these controls? How do I resolve this issue? Instead of dragging the packed FBX into the uploader, am I suppose to drop the FBX in, and then all the individual textures? Do I zip the FBX and textures into one folder and upload it? I’ve been doing this over a decade, I don’t know how to critique you guys, but if just feels like something isn’t working. It makes me take pause and consider all the 100+ models I have on FAB–how many of them have messed up roughness maps that I don’t know about? Having shifted roughness maps or metallic maps will greatly reduce the look of a model, even if it’s not immediately apparent.
I can see you’ve got some different abilities in FAB (like the inspector fade thing), but overall, I think FAB’s viewer is lacking in comparison. The models don’t look as good to me, I have way less control over my scene (where are ground shadows or AO tweaks?). Am I missing an entire ‘edit’ section where I can control all this?
I’m genuinely curious–why not just buy or use Sketchfab’s 3d model viewer? It was perfect. They ask too much money for it? They didn’t want to release it to FAB? I assume the FAB team has a massive budget. The model viewer is a HUGE part of what makes these 3d stores attractive and useful. You guys need to hire some engineers to literally reverse engineer Sketchfab’s old viewer. I don’t want to be harsh, I just want to be totally honest.
What if I didn’t check this stuff? How many other artists have models up that are showing in the 3d viewer incorrectly, resulting in poor results? I know the HDRI and lighting is different, but look at a side-by-side of my model in Unreal versus FAB:
Thanks in advance.