embedding maps in fbx file usauly will pass out an error when importing

Discussion started by 512pixel

when exporting objs for people to purchase . I have currenllty exported an fbx file ..Ive checked that imports into blender without any faults...shall save the texture maps in folder enable to peole to set up there textures and maps in ther eown software applicationl i realise. Embedding maps usualy end up in error for the user

Answers

Posted over 3 years ago
0

I embed maps for blender with no problems.
I also include a folder with all the texture maps so they can apply these how they need for other software so I advise to do both.

I have here a method that you can use to export PBR maps from 3dsmax to FBX for blender to read correctly without any intervention.

https://www.jamesvella.net/blog/2020/4/25/pbr-3dsmax-to-blender

512pixel wrote
512pixel
i include the maps how do i embed the maps for belnder then 3ds max 201
512pixel wrote
512pixel
ive gotteh models importing correct for them
512pixel wrote
512pixel
i am using mental ray arch design material with the maps ..not sure blender has thee same support
512pixel wrote
512pixel
what render engine do you use for 3ds max for pbr materials .. i rember woring with cg trader and attending the model senimar for freelance artists . cg trader company who took the seminatr even mentioed that pbr does not transslate well in 3ds max
512pixel wrote
512pixel
using vray eould mean your using vray material which would mean not supported in blender
3DCargo wrote
3DCargo
Once I have finished my models with vray I remake the entire material with corona, then I remake the entire material with standard maps so I can export to blender. READ THE TUTORIAL. I have mentioned this repeatedly, you obviously havent read it, otherwise you would understand how it works.
Posted over 3 years ago
0

to include maps in blender:
File > External Data > Automatically pack into blend file

Materials:
They need to be 3dsmax standard materials, not arch design. Follow the tutorial I put above and you will have parity.

512pixel wrote
512pixel
3ds max in standard render engine will not give good resulst basicailly woud not have make new modification s to get fgood results in blnder epsecaily the blender engine .. each maps in each render engine has slightly different set up .....maybe help them just have the maps uploading notteh best results
3DCargo wrote
3DCargo
you dont render with standard, you export to FBX with standard maps. This is 2 different concepts. Follow the tutorial I posted
Posted over 3 years ago
0

doesnt matter what 3d program you use, PBR is just texture maps. These are supported by the render engine not the 3D software, any 3D software can use PBR workflow if the render engine supports it.

I use Vray and Corona. But there are many more render engines that support this.

512pixel wrote
512pixel
i did use vray ........ susbtance painter when importing the mapos as pbr didnt give the best reuslts have to set environemnt maps lighting which will different in render engines . unlesss like substance designer ( then render engine ) lig
3DCargo wrote
3DCargo
Then you set up your textures incorrectly. I use 3dsmax, substance designer, substance painter, vray, corona, iray, blender, c4d, unreal engine and my models will look 100% the same in every software package - guaranteed. This is why I created these tutorials, read them carefully, ensure you check your settings correctly. If you didnt set your gamma right, if you didnt input your maps correctly then yes you will have issues. PBR is the standard, if you are having troubles then you need to double check your workflow.
Posted over 3 years ago
0

how does map match from subsrance designer to 3ds max. ..... how do use the same enviroenment map ..are importing environemnt map into sub designer ////to make sure match in a max

512pixel wrote
512pixel
ok i will go read it cheers no not read it yet your corrrect
Posted over 3 years ago
0

I have written all this here if you are interested:

I recommend you read the long version first.

Long version:
https://www.jamesvella.net/blog/2019/9/2/substance-designer-to-vraycorona

Short version:
https://www.jamesvella.net/blog/2020/4/25/pbr-textures-for-3dsmax-vraycorona-the-short-guide

512pixel wrote
512pixel
metallic map of course is 100 percent ..... metal i understand that ...metallic maps normally when exporting sub des is white based on the metallic map is that cofrrrect
3DCargo wrote
3DCargo
yes, metallic white is 100% metal, 0% is no metal, anything in between is somewhat metal.
Posted over 3 years ago
0

if you are still confused, i will write a mini version here for you as well:

- In substance designer/painter you are using a HDRI for your environment, locate this and use this same hdri in 3dsmax, make sure its aligned the same from the camera perspective.
- diffuse/reflection maps are gamma 2.2, everthing else you will need to overrite the import gamma to 1.0
- if you use roughness workflow, use diffuse, metallic, roughness, normals
- if you use glossiness workflow you need, diffuse, glossiness, reflection, normals, 1/ior,
- you dont need metallic, ior or reflection maps if you are making a dialectric material.
- roughness is the best workflow for vray/blender
- glossiness is the best workflow for corona.
- using this information these textures will apply to any software of your choice, as long as that render engine supports PBR. C4D, Blender and Game engines use Roughness workflow, this is much easier to work with and I suggest if you already have issues stick with this, dont worry about glossiness workflow.

Posted over 3 years ago
0

if your rending fbx material in 3ds max to give th same result in blender ( cycles) that the standard render engine what the render results looking like in mx are they looking as the vray renders

https://www.jamesvella.net/blog/2020/4/25/pbr-3dsmax-to-blender

3DCargo wrote
3DCargo
like i mentioned above, I do not render with standard materials, I only create standard materials from the Roughness workflow so I can export to blender. The only reason for this tutorial is if you already have a PBR setup in 3dsmax - any render engine, you can easily setup a standard material using those settings to export to FBX. This is so when you open Blender you dont need to do anything to the material setup, the specular is set correctly at 0.5, the diffuse, metallic, normal and roughness maps come in the correct location, thus saving us time as content creators.
Posted over 3 years ago
0

so if you are interested the workflow is like this...

In substance I output these maps:
https://ibb.co/yWTSdnP

for my customers I create two variations:
vray_roughness
vray_glossiness
cororna (which is glossiness)

You can use the above information to understand the maps that go into these.

Now I want to create an FBX/OBJ file, but these only use standard maps right?

So I make a standard material, I copy all the images I have used for the Roughness workflow and put them into my standard material, as per the blender tutorial above. Co-incidentally this material works perfectly for export to FBX and OBJ.

I import this into blender, I dont need to do any adjustments. The material works perfectly for evee and cycles.
I import this into c4d, I need to use this base material and change it to physically based material, a little bit of manual work but atleast it imports with the textures so less work involved, still need to refine the process a bit for c4d but half the work is done in the FBX...

this is workflow.

512pixel wrote
512pixel
ok cheers have look into this last paragraph u mentionend ok cheers thnaks get me along my way ... ok thanks for ur help if have any qquestions i ask .... i think last para graph ... help me on my way
3DCargo wrote
3DCargo
Sure thing, good luck. Feel free to ask once you review all the information, there's a lot to take in.

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