These tutorials can help you meet our asset requirements when exporting your 3D assets as GLB files.
You can download our FBX to glTF converter program from GitHub. Here's a direct link to the compiled versions for Mac, Windows, and Linux:
Open up a terminal window and from the folder with the FBX2glTF program run:
FBX2glTF-windows-x64.exe /path/to/fileFBX -b
This will make a binary glTF file (a GLB file) that includes your textures and save it into the same directory as the FBX2glTF program. These steps are pictured below.
Find the FBX file that you'd like to convert:
Open up a terminal window and run the conversion program with the
-b option to make a GLB.
It will generate a GLB from your FBX file and put it in the same folder as the FBX2glTF program:
First, download FBX2glTF-darwin-x64, then open up a Terminal window and go to the directory with the program and move the program into a command directory:
mv FBX2glTF-darwin-x64 /user/local/bin/FBX2glTF
Next, set permissions on it so you can run it:
chmod 755 /user/local/bin/FBX2glTF
In the directory with the FBX file you'd like to convert, run this command:
FBX2glTF your-filenameFBX -b
This will create your new GLB file in the same directory.
3D Posts require GLB files. You can convert a glTF to a GLB using our GLB Packer:
Just drag your glTF, its .bin and any textures it uses onto the website. The website will automatically generate and download a packed GLB file suitable for 3D Posts.
If your asset uses PNG files, be sure to check the "Convert PNG to JPEG" first. This will make your GLB significantly smaller and load faster for your viewers.
We support two shading models: PBR and Unlit.
This unlit example is using vertex color.
Refer to these Khronos Group pipeline instructions and make sure that you choose GLB as your export format.
For a full PBR workflow in Maya, use the Stingray material.
Export an FBX file and then convert it to glTF. Your PBR settings will be preserved. The FBX2glTF converstion program will automatically swizzle your packed textures properly.
As of Modo 11.2v3, you can author and export GLB files directly using the glTF materials and export options. This is the most direct way to author GLB files, and you can author using full PBR along with vertex color.
To export from Modo directly, use the glTF material, set your viewport to Advanced, then assign textures and tune your materials.
Occlusion, Roughness and Metalness are packed into the ORM texture, so you have to swizzle them to see them properly.
Transparency is driven by the alpha channel of your Base Texture. In Modo 11.2v3, make a duplicate of your Base Texture, set its effect to transparent amount, and swizzle the alpha channel into it.
Use “Export As” to write out a GLB file that includes all of your textures (glTF leaves the textures loose).
Please note that 3D Posts display in gamma 2.2. Modo's “Vertex Map” and “Texture” display settings are in linear gamma, so vertex colors that look good in Modo will appear washed out in Facebook Posts.
Microsoft's Paint 3D now allows you to export GLBs:
You can directly export a GLB out of Substance Painter and then drag it into a new post. Keep your textures as small as you can, ideally under 2k, but no more than 4k.
To export from Substance Painter, go to Export Textures...
... and choose the glTF PBR Metal Roughness option. It will export the textures, a GLB and a glTF file into your export folder.
GLBs for 3D Posts must be under 3MB. The easiest way to do this is to use JPEG textures instead of PNGs. Unfortunately, Substance Painter doesn't support this, so use our GLB Packer to convert your glTF to a GLB that uses JPEGs instead of PNGs. The packer will automatically convert your textures to JPEGs and create a new GLB for you.
Verge3D has posted their own tutorial for creating 3D Posts in Verge3D.