But when I imported it to blender the skin and hair texture is all black.
Can anyone help? I know this is a problem with the UVs and I am a complete begginer to blender, this is my second project I am working at.
I would appreciate any help…
hm…have looked in your folder of your downloaded files, if a texture of a skin texture is there?
if so,then maybe the wrong texture was loaded? Hard to tell if we dont see the setup.
in your screen you can see the vertex groups.Below is the menu for UV maps,maybe its using a differnet UV map?
If the alpha gets inverted then you can use it.And connect the RGB image output “before” invert node.as is to the base color.Then you should have both,the unchanged color and the inverted alpha.
I wonder what that channel supposed to be though. Doesn’t look like transparency.
It’s applied to glass, but just pure value. Metalness? It doesn’t seem to be used in the sketchfab render at all.
Maybe specular?Like discussed here https://developer.blender.org/T72677
In therory you could use the alpha for what ever you want, if it is not bounded or premultiplyed .
Haven’t followed most of this discussion,but to me it looks like the alphachannel has been used to differ between areas so that an appropriate shader can treat texture color information differently based on that value. Sort of a glass mask for a custom shader. Best is to drop that information completely.
I think it is only the FBX version of this…this what you downloaded…
I always download the Generated GLTF versions and I find it better…
I don’t think Sketchfab supports packed alpha transparency I know Marmoset Viewer sites don’t, at least not as the originals are intended…Regardless, I opened and only changed the transparency of the shades…had to add a new material and assign it in edit mode…