Hi! After a bit of testing yesterday I figured out how to have my textures auto-assigned properly in sketchfab, after the model(with textures) has been uploaded. I export from Modo to FBX 2010, with diffuse, spec, gloss, normal and emissive pre-assigned.
So far, so good. The problem is, as soon as I switch from the classic renderer to PBR, the diffuse, specular and gloss maps are dropped - when they they should become albedo, spec and gloss in the PBR specular model.
Emissive and normal maps stay assigned, but I need to reassign the albedo, spec and gloss maps by hand.
This is is not too much of an issue for one model with one texture set, but become tricky with multiple texture sets on multiple mesh parts. It doesn't help, that texture names are not sorted alphabetically in the texture selection drop down list either.
Is there a way to get around this and avoid assigning textures by hand in sketchfab?
If not than maybe a solution is to choose the shading model before uploading?
But even if this is done, I still have no way to export a model with and albedo map pre-assigned(or a metalness map for that matter. So maybe, in addition one could set up a blueprint telling sketchfab that certain texture types from the exported materials should always go into certain texture channels in sketchfab? For instance: exported diffuse >always goes into > sketchfab albedo, etc.
At the very least though, sort textures alphabetically please.
I feel those things are pretty important for the game artists who tend to be the ones utilizing PBR the most.
Let me know if you have any questions and suggestions!