Transferred texture not working after importing FBX

Hi! I’m not sure if this is the right place to post this, but I hope it’s okay!

I’m still learning 3D — mostly from YouTube tutorials and sometimes with help from ChatGPT — so I might be missing something obvious.

I exported a 3D model from Blender as an FBX with packed textures. In Blender everything looks correct, but when I import the model into the Epic Games FAB website, the project looks overexposed and all textures are missing.

I used a Boolean modifier to cut out a shape, and the mesh used for cutting was set to “Bounds” in Object Properties. In Blender it should be invisible and have no texture, but after importing to FAB it becomes a visible object and affects the final result.

Does anyone know why this happens or how to fix it? Any help would be greatly appreciated!

this is what the project looks like in fab and below is what it should look like

Hello, first of all you have to remane and organizei your objects, parent all the objects to the bigest mesh (this redish object). Make a backup of the .blend file and apply the modifiers and check the model before you export it. I can’t see a material to the screenshots, do you use PBR texture maps? If not then your exported mesh will get only the color for the principle BSDF node.

If you want somethig to be transparent at fab 3D viewer activate the opacity and add some roughness texture.

Hi, thank you very much for your reply and for taking the time to help!

I’m still learning Blender, mostly from YouTube tutorials and sometimes with help from ChatGPT, so I don’t fully understand everything yet.

When you say I should “organize and group my objects by assigning them to the main mesh (the reddish object)”, I’m not completely sure what you mean.
The ways I know are:

  • joining objects into one using Ctrl + J,

  • or parenting using Ctrl + P, but I’m not sure which parenting option should be used and in what cases (object, armature, etc.).

So I’m not sure if you mean joining meshes, parenting them, or something else entirely. If possible, could you explain what you mean in a bit more detail?

Regarding backup copies and applying modifiers — I know how to do that, so no problem there.

As for materials: I usually use PBR textures (for example from BlenderKit) and modify them if needed, but I’m not sure what you mean by the “main BSDF node”. I would appreciate a short explanation.

Thank you also for the tip about transparency in the Fab 3D viewer, and sorry for the late reply — I thought no one would respond.
Thanks again for your help and involvement!

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Hello, you are welcome :slight_smile:

No worries, blender is a time consuming software, everyone needs time to learn.

First rename all of your objects, select all of them and the last selection must be the “base” of your model then CTLR+P. Here is an example.

gaz hosted at ImgBB — ImgBB

If i select the main body of the gazelle the parented objects will move together.

The PBR textures must be connected straignt to Principle BSDF, if you have nodes between them then the FBX export will not work. nodes2 hosted at ImgBB — ImgBB

For example if you have something like this will not work when you export FBX nodes hosted at ImgBB — ImgBB

The main BSDF node is the Principled BSDF, you use it all the time.

When you export the FBX the Path mode must be “Copy” and the icon “embed textures” must be checked fbx hosted at ImgBB — ImgBB

I’m a creator at BlenderKit, search for chroma3D :smiley: