exporting into fbx

Discussion started by uzairali

i want to export my file into FBX with TEXTURE AND VRAY materilas. when i try to export nd check into sketchfab only just model had export. is there any way or scripty to export from 3dsmax ti FBX with texture n V-RAY materials?

Answers

Posted about 4 years ago
0

I'm fairly sure you can do it with Maya's free FBX convertor. I don't have the link but what have you got to lose?

uzairali wrote
uzairali
what about 3dsmax? when i try to export into fbx then vray material adn texture lost. only model is export without materials nd texture,
Posted about 4 years ago
0

While there is no one size fits all, this is my approach.

http://www.scriptspot.com/3ds-max/scripts/v-raymtl-converter

Posted about 4 years ago
0

Sorry pressed enter too soon,

this is my approach:

• Convert all procedural maps to png textures – 512px or 1024 etc... whatever suits per bitmap
• Convert all Color-Corrected diffuse jpg to single png (Right click – render map) and save as bitmap
• Convert all Gloss maps to Inverted Roughness map (so user has both for pbr workflow)
• Replace Double Sided materials with single sided
• Convert to Standard Materials

You can use the below script to do the last step or do it manually if you like.

http://www.scriptspot.com/3ds-max/scripts/v-raymtl-converter

baritskiy wrote
Hi jmdvella. Could you please share your experience how to convert procedural texture into a png or jpg? I use Gradient ramp map and somewhy it doesn't appear correctly with FBX after export.
Posted almost 4 years ago
0

Also I have a question about .MAX file. I have all adjusted there for rendering in Corona. All textures are in the same folder with .max file. All paths are strip. But when I, for example, work in another scene and want to add my model, I choose that .max file and... I don't see most of textures! And in the "Bitmap:" field I see instead of path this "JPEG File" or "PNG File" it depends on what map was applied, I have both png's and jpg's. So how to make it work correctly? It is so frustrating that even on MY OWN pc it doesn't work properly!

3DCargo wrote
3DCargo
When converting procedural textures I right click on the material preview (for each channel - eg. diffuse), then right click > select "Render Map", set the resolution and then save to png/jpg. Replace the procedural map with your rendered texture. If you strip a 3dsmax file it only looks down the folder hirearchy of the directory of the current 3d file you are in. For example: C:/Work/A/Max_File_A.max & C:/Work/A/textures. If you open Max_File_A.max it looks for a directory under the current .max file and if it finds the textures it will render them. Now you have a Max_File_B in a completely different directory C:/Work/B/, when you import Max_File_A.max into your scene it looks for the textures in C:/Work/B/... which they are not there. Solution: Keep a working file with all the textures linked in the Asset Tracker. This way when you merge this into your other scenes it knows where the textures are. Any file that is stripped of paths should be used for clients only.
Posted almost 4 years ago
0

Thank you for your answers! This trick with converting is so helpful :)
And thanks for explanation of the logic behind all this stuff. Although I tried to place those textures used in "File A" near "File B", I don't use additional folders in strip path so there is no confusion. Restarted 3dsmax and still, they didn't show up. It's just sad things are not so clear and predictable.

Posted almost 4 years ago
0

Its quite easy once you understand how it works. To be honest the easiest way is to make sure all paths are linked in the Asset Tracker ( Shift + T ).

If the "Status" is set to "File Missing" you need to repath this texture 3dsmax doesnt know where it is. You do this by right clicking on the Full Path next to this texture, "Set Path", and locate the directory. "Found" and no texture in the "Full Path" means it found the texture somewhere in the hirearchy below your 3dsmax file. This also means that when you merge this file into a new 3dsmax file you will again lose your textures. When the status is set to "OK" with the full directory to your texture in "Full Path" then you are good to move this to another 3D scene anywhere on your hard drives.

Another good free script I use nearly every day is Colin Senners - Relink Bitmaps. Once you run this and it finds your textures, it relinks them for your status will be set to "OK".

https://www.colinsenner.com/relink-bitmaps/

Posted almost 4 years ago
0

Just be aware, if you plan on moving this 3dsmax file's asset directory after you have repathed your textures then your 3dsmax files will lose their textures. For example:

C:/3D/Chair/Chair.max
C:3D/Chair/Textures/ .jpgs

I have pathed all my textures for Chair.max with the textures from Chair/Textures. Now I move /Chair folder to D:/ My directory now looks like this:

D:/3D/Chair/Chair.max
D:3D/Chair/Textures/ .jpgs

I start a new 3D file called Table. I merge in my Chair from D: - textures are missing. In Asset Tracker you will see that they are looking for this directory: C:3D/Chair/Textures/ .jpgs

Unfortunately if you plan on moving assets around any 3D file that uses them will not know where you moved them. So think ahead armed with this information.

baritskiy wrote
Indeed, I have opened my model .max file, that I tried to import into a new scene. And there is just "Found". It is very strange, I didn't know it's going to bring such troubles. In fact, I was watching some youtube blogger, and he told this: "all paths should be stricted". I was thinking that such decision is going to resolve all future troubles with textures. You just have to keep textures using the "same hierarchy", or keep it right near .max file. So I did exactly what he said, opened Rendering -> Material Explorer -> Tools -> Bitmap/Photometric Path Editor. Selected all the textures and pressed "Strip All Paths". And still I think it's good to do. Why would client need to see my path, obviously he won't have it. So, is there a way to keep all paths being "strip" and being "marked" as OK by 3dsmax?
baritskiy wrote
I mean... let's be straight. We are selling models. They HAVE to change their location. It's not like I want to copy/paste my model from one HDD to another HDD every day. I just would like to find a way, where any client, that purchase my model, could just put it into his scene without tons of troubles...
Posted almost 4 years ago
0

Then yes, as you mentioned, put the textures in a folder next to the max file.
c:/3D/yourmodel.max
C:/3D/textures/ .jpgs

If your structure looks like this they can open them with the textures loaded.

I was referring above about your issue with merging your own max files.

baritskiy wrote
Thanks! I just got confused because it appeared that I can open it (and hopefully my clients as well) but seems like there are problems with merging. But in most cases client is going to import model into his scene.. So, I would not like to be annoying.. But what is the best way in your opinion? In FBX/OBJ I can't apply rich Corona/V-Ray materials, that is why I was thinking .max file should be fine. I have checked your portfolio and you provide .max files for both V-ray and Corona. Do you have a way to fight this problem with missing textures, when clients are going to merge your model?
Posted almost 4 years ago
0

No its not an issue. As long as you provide the textures in a .zip then the client should understand how to file and repath the textures before merging. This should be the first thing you learn when using 3dsmax or any other 3D package.

baritskiy wrote
Thank you for your patience. Now I see, that I am trying to resolve something that is not a problem + as I understand it doesn't have a good solution. And how would you advice to do, if I have a more/less complex object with many materials and maps? For example I have 10 tumblers on my amplifier, and each of them has different normal map. In order to make that experience of reassigning easier. The only good way is to name every material with proper name and use same prefix for normal maps, right? Material: input_knobb; Texture: input_knobb_normal
Posted almost 4 years ago
0

Yes, this would be a good idea, keeping everything logical within the project is a good idea. I usually follow TS guidelines since I use both platforms (TS & CGT). They also have good guidelines for many other topics when modelling for industry professionals.

textures:
https://resources.turbosquid.com/training/textures-materials/texture-references/

other:
https://resources.turbosquid.com/Training/

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