How to Upload an Obj With Texture to Sketchfab
Hey guys!
I already wrote an introduction to Sketchfab one time, so if you've never heard of information technology, here'southward what I wrote:
"I'm certain you've already heard of the awesomeness that is Sketchfab? If non: Information technology'south a place where you can upload and host your models for interactive viewing in any browser without additional plugins, you can fifty-fifty embed it in you ain homepages (similar I did already at the end of my magnemite tutorial) and best of all: It's FREE! (Although at that place's a premium membership available with advanced features like custom backgrounds or private models!)"
Sounds keen right? Well it get's even amend considering Blender now includes a Sketchfab exporter by default which makes it possible to upload your models directly from within Blender. Hither's an interview for those interested in how Sketchfab came to be the first visitor to have their addon included in Blender: Sketchfab is the first 'Commercial' Add-on Bundled with Blender
Of course you lot tin can all the same upload your models using the uploader on the homepage along with one of the many supported file formats. Even the .alloy format is supported! (A videotutorial virtually uploading .blend files tin can be found here) But that is non what this tutorial is going to be about, nosotros will focus on uploading directly from within Blender. I'll exist using my model of Majoras Mask from the Legend of Zelda series as an instance for this tutorial:
So permit'southward start Blender version 2.lxx or above. If you have a look at the toolbar (T) yous can encounter the newly introduced tabs. One of them should read "Upload" and, if clicked, show the fields for Sketchfab uploads. If this tab isn't there you lot take to first activate the addon. You can do so by opening the User Preferences (Ctrl+Alt+U), get to the "Addons" section and search for "sketchfab" there. If y'all constitute "Sketchfab Exporter" merely activate the checkbox next to it and the Upload tab should be available.
The Upload Tab
The adjacent step is to prepare your model/scene. Get-go you should catechumen your paths/surfaces/text objects to polygon meshes (you tin do and then past selecting the object and pressing Alt+C). Odds are loftier yous have a finished model originally intended for rendering with cycles or Blender Internal, if that's the example and you're using circuitous node setups for mixing different colour textures for a single material within Blender it is best you bake downwardly your textures to a unmarried colour-texture (Blender Internal Baking does a fine job at this). The same applies for specular-, specular-color-, glossines- etc. maps. I recommend using UV-mapped textures. The Sketchfab FAQ mentions support for Blender Internal materials (lengthened: toon, lambert, fresnel, Oren Nayar, mineart and specular: cooktorrence, phong, blinn toon, wardiso) and mixing/multiplying of textures, nevertheless I recommend the way described in a higher place for full control over the end issue.
Besides very of import: Give meaningful names to your materials! When you take a drib-downwards menu in the sketchfab interface and all the entries just read "material.001, fabric.002, textile.003, …" you're going to have a very difficult time finding the 1 you're looking for. Nosotros will exist fine tuning the materials and textures afterwards via the sketchfab online interface, so be sure to properly proper name your materials. And related: Try to avoid special characters in your material and texturefile names!
After that is washed, permit'due south have a closer look at the upload-options, most of them are pretty self explanatory:
The upload settings
Export:
The "Model" setting lets you choose if you desire to upload the current selection ("Selection") or all objects in your current scene ("All"). Pay attention to hidden objects and layers equally these could result in uploaded models existence empty! The "Lamp" setting works similar tot he "Model" one, it allow's you select if you lot want to export all lamps in the scene ("All"), simply the currently selected lamps ("Selected") or no lamps from your scene at all ("None"). In the case of "None" the default sketchfab lighting will be used, which is 2 default directional lights on the camera. All of Blenders lamp types except Expanse are supported, Arealights will be converted to Hemi. You tin can likewise use an surround for epitome-based lighting, which will exist covered later in this tutorial.
Model info:
"Championship": This is the proper noun of the Sketchfab model you're nearly to upload.
"Description": Describe your model in a few sentences.
"Tags": This lets you specify tags for your model, seperate the tags with a ",".
The "Private" checkbox finally lets you lot upload your model as private and only be visible to the people you cull to. This pick requires a Pro account to work.
Sketchfab account:
This is perhaps the most important setting, as information technology tells the addon which account the model should be uploaded to! For this you lot have to enter your unique API token. You tin find your API token past 1. going to Sketchfab.com and logging in or signing upwardly if you haven't already (remember information technology's free!). And then 2. hover your mouse cursor over your business relationship name at the top of the page and click on "My settings". And finally three. click on "Password" to notice your API token. You can also click on "Claim your token" inside Blender, which prompts you to enter your email adress and become a Sketchfab token.
How to find your API token. (Click for bigger resolution)
Upload:
Finally this push button starts the upload process and you get a notification after your model was uploaded successfully! yay! :)
Additionally a push button reading "View Online Model" volition be displayed under the "Upload" button, which should open your model in a web-browser.
But we are merely half done at this point. Now that the model is uploaded we have to fine-tune the settings and materials. So head to the Sketchfab homepage and find the recently uploaded model in your dashboard("My models"). It probably won't have any textures practical to information technology, just don't worry, we'll take intendance of that at present. Click on it to view the model and notice the orangish "Settings" button underneath, which opens a submenu if you hover your mouse cursor over it. If you lot click on "Properties" yous can change or add to the championship, description and tags. Only we are looking for the "3D Settings" now, and so click on this menu entry.
Finding the 3D settings
Afterward you clicked on "3D Settings" you lot should run across the following screen, showing the general settings for your model:
The general settings tab of the Sketchfab interface.
Here you can change settings like the models orientation, camera properties, shading fashion, wireframe view, and then on. Most of the settings are pretty self explanatory once more. Nether "Fixed Background" you can alter your background, or even turn it off completely. Pro accounts can even define their own custom backgrounds. Finally the "Environment" tab lets y'all specify an HDR environment for reflections and lighting. I ordinarily ready "Exposure" pretty high and turn off "Replace Background". Then when working on the materials I individually set the surroundings reflection amount for each of them, which works pretty well. To edit the materials only switch to the "Materials" tab:
Editing materials.
From the dropdown menu at the top you can choose which material to edit. Because of this it was of import to give proper names to your materials in Blender, call up? So choose a material to edit and you see the individual components like diffuse, specular color, glossines, normalmap etc. With the little switch next to each components proper name you can turn this component on or off and with the slider underneath y'all tin control the amount this component is contributing to the material. If you don't know what an individual component is used for simply hover over the trivial "?" next to its proper noun. To add a texture to a component of the textile click on the foursquare that is on the left hand site of the slider. In the floating window that pops upward select "Texture" and so "Import Image" as shown hither:
Assining textures to individual components of the material.
Subsequently clicking on "Import Image" just find the texture file on your hard drive and open up information technology. You lot can do this for each component you have a separate texture for, usually that's color, specular-color, glossiness and bump/normal. You can also employ a pre-baked lightmap if necessary or a split texture for transparency. I wanted the eyes of my model to glow a little, then I added the color texture also in the "Emission" component and turned up its ability a little. In the "Environmental Reflection" tab you tin so fine melody how much each material should reflect the surround. And under "Faces Rendering" you find options to turn a metrial ii-sided or single-sided. You tin find out more about the material editor by clicking here.
Equally a last step rotate your model so it looks nice and click on "Take Screenshot" to get a overnice thumbnail for your model. And that's basically it, play with the settings some more until you are satisfied and and then share your model with the world! ! hope this guide was helpful, let me know in the comments!
Have fun and don't forget to prove your models to me :)
Source: http://www.saphirestudio.at/wptest/blender-to-sketchfab-tutorial/
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