In this guide we will cover the exporting options we have when coming from 3DSMax. For Max we recommend to export as a glb using the BabylonJS glTF exporter. You can find the installer for your version of Max here

Unless you have a complicated material graph, if this is the case we recommend using the Max OBJ exporter. This is because the Max OBJ exporter will bake the material graph on export.

Before we dig in, here are the recommended settings for both glTF, FBX and OBJ exports.

3DSMax Export Settings for GLB:

  • Export textures: True
  • Export only Selected: True
  • Export tangents: True
  • Export Materials: True
  • Copy Textures to output: True
  • Export normal: True

3DSMax Export Settings for FBX:

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

3DSMax Export Settings for OBJ

  • Flip YZ-Axis: True
  • Texture Coordinates: True
  • Normals: True
  • Smoothing Groups: True
  • Vertex: True
  • Normals: True
  • Texture-coord: True
  • Export materials: True
  • Create Mat-library: True
  • Render procedurals: True
  • Format: png
  • Size: 4096×4096 (recommended)


Physical Material

In Max we have access to a variety of Material Types we recommend that you use the “Physical Material”. The physical material is physically based so it supports PBR inputs.

  • Base Color

  • Metallic

  • Roughness


We recommend using a power of 2 texture saved as a .png. That map is then plugged into its respective slot as defined below:

Note it is recommended that even if you are using a map for the Metallic and Roughness that its value is set to 1.0. This is important if you are exporting as an OBJ.


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


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. If you are using a .png with a transparent background please ensure that the texture Alpha source is set to Image alpha with pre-multiplied Alpha enabled:


In the Material make sure Transparency is set to 1.0 (as pictured below).


Please also make sure the Texture map is plugged into the following channels:

  • Base Color Map
  • Transparency Color Map


Complex Materials
If your material contains node graphs similar to this, where there is a node in-between the input texture and the material input, then we recommend to export via Maxs OBJ exporter. It is required to follow the material set up outlined above.


It is important to avoid using spaces in textures names. We recommend using underscores instead “_”.

  • Correct texture name: VNTANA_texture.png
  • Incorrect texture name: VNTANA texture.png


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). 


Xfom Tool
After that we want to reset the models XForms, this can be found in the Utilities tab with your model selected.


This is a very handy tool that can be used to clear and reset the objects transforms. It can also be very helpful in clearing up any weird rotation, scale, modifier (any modifier that uses asset transforms/asset bounding box), and normal issues. This tool will also expose any Flipped faces.


Modifier Stack
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.

GLB Exporter

For best results please ensure to review our Materials and Mesh sections above prior to export.

With your model selected navigate to Babylon > Babylon File Exporter.


GLB Export Settings:

  • Export textures: True
  • Export only Selected: True
  • Export tangents: True
  • Export Materials: True
  • Copy Textures to output: True
  • Export normal: True

FBX Exporter

For best results please ensure to review our Materials and Mesh sections above prior to export.

With your model selected go to File > Export > Export Selected

This will open up a window and allow you to select the desired export location and file name. After you have defined those parameters, the FBX options will appear. Please make sure to enable the below settings:

FBX Export Settings:

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

OBJ Exporter

Note: avoid using spaces and Unicode characters in your names this can introduce naming issues in the obj exporter.

For best results please ensure to review our Materials and Mesh sections above prior to export. If you have complex materials present in your scene, you should export with the Obj Exporter.

Complex material example below:

With your model selected go to File>Export>Export Selected.


Define the location you wish to save your file and select .obj from the drop down.


OBJ Export Settings:

  • Flip YZ-Axis: True
  • Texture Coordinates: True
  • Normals: True
  • Smoothing Groups: True
  • Vertex: True
  • Normals: True
  • Texture-coord: True
  • Export materials: True
  • Create Mat-library: True
  • Render procedurals: True
  • Format: png
  • Size: 4096×4096 (recommended)


After the export process completes you will need to go to the folder you exported the file to, select the textures, .mtl, and obj file, then and the files together. Now we can upload the .zip file to VNTANA.

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