So figured out textures, you have to also do that via command line
<inFilePath> <outFilePath> [options...]
Options:
-g groupName [groupNames ...] Apply subsequent material properties to the named group(s).
-m materialName [materialNames ...] Apply subsequent material properties to the named material(s).
-h Display help.
-a Generate a .usda intermediate file. Default is .usdc.
-l Leave the intermediate .usd file in the source folder.
-v Verbose output.
-f filePath Read commands from a file.
-texCoordSet set The name of the texturemap coordinate set to use if multiple exist (no quotes).
-opacity o Floating point value 0.0 ... 1.0
-specularColor r g b Floating point values 0.0 ... 1.0
-useSpecularWorkflow i 0 for false, non-zero for true
-color_map filePath
-normal_map filePath
-emissive_map filePath
-metallic_map filePath
-roughness_map filePath
-ao_map filePath
-color_default r g b a Floating point values 0.0 ... 1.0
-normal_default r g b a
-emissive_default r g b a
-metallic_default r g b a
-roughness_default r g b a
-ao_default r g b a
My Objects Materials
Primitives:
GeomMesh: /End_of_Roll
bound material: /Materials/aluminium_hairline_brushed
/Materials
ShadeMaterial: /Materials/aluminium_hairline_brushed
ShadeMaterial: /Materials/resin_polyurethane_gloss
ShadeMaterial: /Materials/Mat
GeomMesh: /Base
bound material: /Materials/aluminium_hairline_brushed
GeomMesh: /End_Cap_1
bound material: /Materials/resin_polyurethane_gloss
GeomMesh: /Top
bound material: /Materials/aluminium_hairline_brushed
GeomMesh: /Graphic_1
bound material: /Materials/Mat
GeomMesh: /Graphic
bound material: /Materials/Mat
For My example
xcrun usdz_converter /3D_Model.obj /3D_Model -m /Materials/Mat -color_map /texture.jpg
Scale still baffals me though.