Issues with adding map texture to imported GLTF

The problem is that the base map doesn’t get applied.

I have a Plane, created in THREE and a Knife imported from GLTF. I have applied the same material to both, but it looks different on them. The Plane uses all of textures and looks much better, while the Knife looks flat. Also, if I remove all of the textures from the material except for the base map, the Plane has the base texture and the Knife doesn’t have it. How can I fix this issue?

This is base map only

This is how it looks with all of the textures



Here is the file I have created and exported from 3dsMax 2023
test.glb (675.8 KB)

And here is some code

const cubeRendererTarget = new THREE.WebGLCubeRenderTarget(128, {
    format: THREE.RGBAFormat,
    generateMipmaps: true,
    minFilter: THREE.LinearMipMapLinearFilter,
    encoding: THREE.sRGBEncoding,
  });
  const cubeCamera = new THREE.CubeCamera(1, 10000, cubeRendererTarget);
  
  const metalTilesMaterial = new THREE.MeshStandardMaterial(
    {
      map: tilesBaseColor,
      normalMap: tilesNormalMap,
      displacementMap: tilesHeightMap,
      displacementScale: 0.05,
      roughnessMap: tilesRoughnessMap,
      roughness: 0.5,
      aoMap: tilesAmbientOcclusionMap,
      metalnessMap: tilesMetallic,
      metalness: 1,
      envMap: cubeRendererTarget.texture,
    },
  );
  
  const gltfLoader = new GLTFLoader();
  
  gltfLoader.load(KnifeWithUnwrapMap, 
    function ( object ) {
      object.scene.traverse(function (child) {
        if (child instanceof THREE.Mesh) {
          child.material = metalTilesMaterial;
        }
      });
      scene.add( object.scene );
    },
  );
  
  const plane = new THREE.Mesh(
    new THREE.PlaneGeometry(2, 2, 500, 500), 
    metalTilesMaterial,
  );
  
  plane.geometry.attributes.uv2 = plane.geometry.attributes.uv;
  plane.add(cubeCamera);