VNTANA Export Guidelines

3DS MAX

3ds Max Export Settings

  • Turbo smooth enabled
  • Convert deforming dummies to bones
  • Preserve edge orientation
  • Version: 2014/2015 or newer
  • Type: Binary
  • Embedded Media enabled
  • Up Axis: Y up

Materials

Physical Material

In order to have PBR materials in Max we recommend that you convert all of your materials to a “Physical Material”, we support inputting values for the following fields:

  • Base Color
  • Metallic
  • Roughness

For best visual fidelity results on more complex materials we recommend using a power of 2 texture saved as a .png. That map is then plugged into its respective slot as defined below:

  • Albedo to Base Color
  • Metallic to Metallic
  • Roughness to Roughness
  • Normal to Bump

If your material requires transparency we need to have a Color map with an Alpha embedded in the image file. We recommend a power of 2 .TGA saved out in a 32 bit format.

We recommend TGA since this allows you to save out an alpha channel from Photoshop, Photoshop only allows Alphas via transparent backgrounds in your image document when saving out as a PNG.

With this file made we will plug it into the Base Color Map and Transparency Color Map as depicted below:

After you have applied the materials to your model we need to prepare it for export. To do this we want to move the asset to origin. The easiest way to do this is to select your model and in the transform box zero out the values for X, Y and Z  (the transform box is located on the right side of the UI under the animation timeline).

After that we want to reset the models XForms, this can be found in the Utilities tab with your model selected. (Note: this may cause some faces to invert depending on how the model was constructed).

The last step in preparing the model for export is to collapse the stack located in your modify tab. With your model selected, click on the Modify tab and on the top of the stack, right click and select collapse all.

You will see a warning saying you will not be able to change the parameters of the modifiers you have applied when you perform this action. Click yes.

The last step is making sure we are only selecting the geometry. To do this, the easiest way is to open up your scene explorer:

Then Alt-Left Click the top icon in the stack on the left hand side of the window.

This will only display Geometry. Select your asset from the scene explorer:

Now we are ready to export! With your model selected go to File>Export>Export Selected.

This will allow you to select the desired export location and file name. After you have defined those parameters, the FBX options will appear.

For Max we recommend you enable the below settings:

  • Turbo smooth enabled
  • Convert deforming dummies to bones
  • Preserve edge orientation
  • Version: 2014/2015 or newer
  • Type: Binary
  • Embedded Media enabled
  • Up Axis: Y up