Export Settings

  • Smoothing groups enabled
  • Preserve Instances enabled
  • Referenced Assets Content enabled
  • Version: 2014/2015 or newer
  • Type: Binary
  • Embedded Media enabled
  • Up Axis: Y up


Standard Stingray PBS

Under the attributes roll down you will notice Flags for:

  • Use Color Map
  • Use Normal Map
  • Use Roughness Map
  • Use Metallic Map

You will also notice fields to input float Color/Float values for these properties. These flags act like True/ False flags. If you mark true for “Use Color map” you will have to input a texture for “Color map” under the textures roll out. Please note “Base Color” should be set to an HSV of 0 0 0.5. If the color on base color is set to black it will negate your texture map causing your model to render black. If the flag is set to false the material will use the value present in its respective slot.

We support inputting values for the following fields:

  • Base Color
  • Metallic
  • Roughness

If you are using values in lieu of maps please make sure you set the “Use ____ Map” to False.

For best visual fidelity results on more complex materials we recommend using a power of 2 texture saved as a .png. Below are the different maps you will potentially have:

  • Color Map
  • Normal Map
  • Metallic Map
  • Roughness Map

In order to use texture maps in lieu of values, make sure you set the  “Use ____ Map” to True.

Example below:

Transparency Stingray PBS

In order to have a transparent material you need to first change the Preset Material to “Presets/Standard_Transparent”.

Note changing the material preset can not be undone.

With this material preset selected, the addition of the “Use Opacity Map” flag will appear.

In order to use Opacity 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 the “Use Opacity Map” flag is set to true Maya will automatically link the alpha of the image to the materials opacity when the Color map is loaded into the Color map slot. Currently we do not support float values for opacity.

Prior to export we recommend placing your asset in the desired location (typically at origin), this can be done by selecting your object and navigating to Modify > Freeze Transforms.

If you have already frozen transforms at a location other than origin and desire to move it to origin you can still do so, make sure the pivot for the object is in the desired location. Take the values that are located in World Space and place them in the translate fields under Transform Attributes and then invert them. This will place your asset at Origin.

After we have reset our Transform information, select your model and go to Edit > Delete All by Type > History.

If you have a skinned mesh you will want to select Edit > Delete All by Type > Non-Deformer History.

These two steps will help get rid of any unwanted information. The last step is making sure we are only selecting the geometry. To do this, the easiest way is to set your selection filters to only select geometry.

Make sure that you have turned off everything but Geometry. Now you will be able to marquee select everything in your scene and only select the geometry.

How To Export

File > Export Selection

In the maya FBX export settings make sure you have these flags enabled:

  • Smoothing groups enabled
  • Preserve Instances enabled
  • Referenced Assets Content enabled
  • Version: 2014/2015 or newer
  • Type: Binary
  • Embedded Media enabled
  • Up Axis: Y up

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