Activate "Active SubTool only" to only export the active subtool. Toggling this switch off will make the plugin work on all visible subtools.
Force a target subdivision level to be used for baking and export with the "Target SDiv" slider
Or, Activate the "Use visible SDiv levels” option, which will export the objects at their current subdivision level.
After changing the parameters above, the final number of polygons to export should be updated in ZBrush progress bar.
Under UVs and Baking:
Press the "Build missing UVs" button to create missing UV maps to bake the textures to.
Select which textures you want to create: "Painting", "Normal maps" and "AO"
Press the "Bake" button to bake the selected maps into textures. Depending on the complexity of your model, this step can take a long time,
and even sometimes make the ZBrush window inactive (especially if you chose to bake AO maps), but you should regain control once the baking process is finished.
(Optional): Note that you can still use the "Decimation Master" ZPlugin to further decimate your mesh.
If you choose to do so, you might want to activate the "Keep UVs" and "Use and Keep Polypaint" options before pre-processing and decimating your meshes.
If you used "Decimation Master", consider activating the "Use visible SDiv levels" option in the Sketchfab ZPlugin before uploading,
as this will guarantee that you will export the correct meshes.
Under Upload Options, enter a title, description, tags, and mark it as
Draft if necessary.
You can also set a maximum texture map size, which is useful for maintaining good performance if you have a lot of textures.
When the upload is complete, you can view your model on Sketchfab, adjust rendering settings, and save the default view.