Yes, Sketchfab supports multiple materials and UV channels. I would recommend exporting as FBX. What software are you using? Have you tried to upload anything yet?
so far ive tried .obj and .fbx which didnt work, and also the sketchfab 3ds max plugin, which inexplicably erased my UVs, generated its own and baked the textures i had applied on the model in to a single texture sheet. I felt violated and am still slightly shaken by it.
anyways im using 3ds max.
edit: scratch that, I tried fbx again and now i can see the various materials in the dropdown list. As long as i dont run in to any of the various problems the 3dsmax fbx exporter suffers from I should be good.
great ill try that. FBX exporter messed up the vertex normals again unsurprisingly so ill try again later with the sketchfab plugin if i can get that to work.
I ended up using the fbx exporter from max and just unticking the export tangents and normals. Sketchfab generated normals fine and with a quick look I couldnt tell any normal errors with 3ds max tangent space normals
Sketchfab uses materials, just assign 4 materials (one for each uv group) in max and export as obj with materials, that worked for me.
edit: rereading the thread I have a feeling I missed the point
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anyways im using 3ds max.
edit: scratch that, I tried fbx again and now i can see the various materials in the dropdown list. As long as i dont run in to any of the various problems the 3dsmax fbx exporter suffers from I should be good.
Try turning off "Auto unwrap objects" in the light bake section. That should keep your original UVs in place.
We do check normals and recalculate them if necessary, but that's no guarantee they will behave as expected...
edit: rereading the thread I have a feeling I missed the point