

~ 100 MB : starting to get on the heavy side, but should still work correctly (could lag in AR)Īdditionally, all texture channels are baked for every material, which can further increase the size of the export.glb) before uploading to Sketchfab is therefore very important:
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gltf along with the exported textures directory) into one of the free glTF viewers available, such as:ĭuring testing, we found the bet workflow is to the DPI value before export, visually checking the exported glTF in one of the viewers, then check the file size of the export on your computer of the exported files before iterating again, since the export time can get very long with high DPIs.Ī easy pitfall is to use too high a DPI, which could potentially generate very heavy textures which later won't be efficient for a real-time application (viewing on Sketchfab, AR, configurators…).

The idea is to verify that the texture settings look correct by drag and dropping the exported. This will help guarantee that the textures have a correct resolution.Īs the DPI usage is not necessarily very intuitive, we recommend to first export the model with a relatively low DPI (100 for instance), and without “Ambient occlusion“ (which can be very slow) to minimize the export time. before export, and only keep the main object(s).

In particular, something to notice is that the DPI is constant for all the scene’s objects: if a main object is 1 inch long, but is included in a 100 inch long box, the surrounding box texture will be 10000 times larger once baked, and the main object will show a very low resolution.īased on the use of a DPI setting during export, we recommend removing objects such as backgrounds planes, background buildings, textured grounds, etc. Setting this parameter correctly according to the scene characteristics is therefore very important to upload a model to Sketchfab. you do not select 4096 × 4096 px), but is based on the size of the objects, and on a DPI (Dots Per Inch) setting during the export. DPI settingsĭuring the export, the pixel resolution of the baked textures is not specified manually (i.e. Our support for the glTF format is quite good, so those files should translate pretty well to Sketchfab.
