The problem of incomplete texture display after exporting the glb model

Why is it that after assigning standard material textures to a model in 3ds Max and exporting it in the glb format, when viewing it in the sandbox, only the effects of the diffuse and bump textures are shown, while other textures (such as metalness, rough



cc @Evgeni_Popov

Welcome aboard!

I think we will need the .glb file to check on our end.

Also, how does it look in another glb viewer like https://gltf-viewer.donmccurdy.com/?

Thank you very much for your reply. I tried again using the URL you provided, but there is still a problem with the display effect. Then I don’t know how to provide this glb model to you.

Sorry, this is my first time asking questions in the official forum, and I am a little unfamiliar with many steps.

Upload to the server and provide us with a link to download

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Sir, sorry for the long wait, I packed the file in a compressed package and uploaded it to Google’s cloud disk.

This is the download link. https://drive.google.com/file/d/1U4u8QfTSff8_o2JX5RnnNzD7Xu-iYeEI/view?usp=drive_link

Hello sir, can this problem be solved?

We can’t access the link:

Maybe the link is not public?

Sir, I have changed the file’s permissions to public.Anyone who knows the link can use this file.

The glb file is empty, it is only 140 bytes.

cc @PatrickRyan who should be able to load the MAX file and export it to glb.

@chen, my immediate guess only from the context of the screen shot of the slate material editor is that you have not used a compatible material for glTF export in Max. I am seeing Blinn referenced in the selected material in the editor, which tells me that your material is not set up for PBR. Here are some things you can try.

  1. Ensure that you are setting up your material using either Physical Material, PBR Material, or Arnold Standard Surface Material. There is more information in our documentation about materials and glTF export
  2. You can export to glTF directly from Substance Painter as well to test out your materials. When exporting materials, change the output template to glTF and you will get a glTF file with materials as well as a glb file in the export. You can then test out your materials in the sandbox.

If you are still seeing an issue with your glTF not rendering as you expect, it may be due to how your textures are wired into your material. Typically, glTF defaults to metallic roughness for the textures. If you set your materials up as specular glossiness when authoring your textures, the glTF exporter needs to know this to include the correct extension to render your specular reflections correctly.

If all else fails, you can send your Max file to me and I will take a look and let you know what’s happening.

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Thank you very much sir.I’ll try it.

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