Latest asset to be accepted by Unity is the test tubes + wooden stand.

Now, I like Sketchfab. Once upon a time, in the early days of selling models on the Unity Asset Store, I tinkered with Sketchfab, but it rarely displayed my models correctly; things flickered and there were strange visual distortions. But, Unity displayed them fine; so did Blender, and lots of other 3D packages I used. So … I decided there was something wrong with Sketchfab’s engine, and called it quits (it’s been nearly a year since I last visited the site); if it couldn’t display a simple model correctly, then what was the point? The research I did into the issue pointed me at some strange dark magic within Sketchfab’s codebase, and the devs didn’t seem to know what had happened, though they gave suggestions for anyone using Maya / Max. I mostly use Blender to model, and what they suggested I couldn’t translate across.
Woke up a few days ago, and thought: what if Sketchfab cannot correctly display N-gons? In my early modelling days, I thought N-gons were a silver bullet; suddenly, you could model anything in anyway you saw fit; it was like magic, and I used this magic a lot. But, no: N-gons are nothing but a tool, and should never be left in a production model. Most engines will triangulate them (which is why they displayed fine in Unity / plus, I’m mostly a hard-surface modeller, so the auto-triangulation would never be apparent, as animations rarely deform the model’s surface).
I tested this by importing a chunk of my newer, N-gon free models into Sketchfab, and despite their significant increase in complexity to my earlier stuff, every single model looked moreorless identical to what I saw in Unity. Problem solved: Sketchfab doesn’t auto-triangulate models, and cannot correctly display N-gons (or, something along those lines).
Would have been nice if the Sketchfab engine pointed this out — dude, N-gons aren’t supported. I wouldn’t have understood what it was on about, but that would have prompted research into the matter.
So, to sum up: Sketchfab is pretty damned awesome (now I understand its limitations).


Step Two: Select your .fbx, then go to the layout dropdown at the top of the screen (as in the picture), and select UV Editing. Press TAB to enter edit mode. Next, press A until your object has turned orange’ish — on the left-hand side of the screen, the grid should now display the UV map in all its glory.
Step Three: Click on the UV map (anywhere), and press A until all the UVs are orange. Go to the lower-left menu: UVs >> Export UV Layout. A save screen will appear. The only things you are interested in (other than where you’re storing the image) are Size and Fill Opacity. Change the size to whatever dimensions you want and, and — me personally — I would change the Fill Opacity to 0.0 so when you add this as a layer in GIMP you don’t have to mess around with multiplying the layer, or opacity (the usual 0.25 affects colouring as you’ll have to multiply the layer to negate that 0.25). Once that’s all done, click Export UV Layout and open the saved PNG in GIMP.


