ALTAVA
  • Overview
    • Welcome
    • Overview
  • Making 3d models
    • Preparing for Modeling
      • Zepeto
      • Altava
    • Design Guidelines
  • 3D MODELING
    • Setting up Base model
      • 3ds Max
      • Blender
    • High Polygons
    • Low Polygons
      • Optimizing High Polygons
      • Topology
        • 3ds Max
        • Blender
      • Bake
    • Texturing
      • UV Mapping
      • Creating Texture Maps - Substance 3D Painter
    • Exporting
      • 3ds Max
      • Blender
  • Modeling guidelines
    • Units Setup
    • Mesh Range
    • Texture
    • Polygon count
    • Mesh check
    • Polygon two sides
    • Clipping
    • Reset Pivot
  • Managing your 3d models
    • My 3D Models
      • NFT Minting
    • My Wallet
    • Upload my 3D model to Roblox
    • Upload my 3D model to Snapchat
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On this page
  • 1. Check the clothing object created on the base model
  • 2. Applying textures to materials
  • 3. Apply material
  • 4. Export the clothing as FBX
  • 5. Export the shoes as FBX
  1. 3D MODELING
  2. Exporting

3ds Max

PreviousExportingNextBlender

Last updated 10 months ago

Before uploading, make sure to include the clothing texture in the FBX.

1. Check the clothing object created on the base model

  • In the Base Model Setup, check that the created clothing is properly worn.

If the unit setup or pivot is incorrect, the position may not align correctly.

2. Applying textures to materials

  1. Click on the [Material Editor] in the top menu or press the shortcut key (M).

  1. Connect the textures created using Physical Material to the nodes below.

Diffuse 1024x1024

Normal 1024x1024 (Using OpenGL method)

Metallic 1024x1024

Roughness 1024x1024

Use the OpenGL method for the normal map. 3Ds Max uses DirectX, so you need to check the Y-axis to make it appear correctly.

3. Apply material

Please check that there are no holes showing the inner mesh and that it is well sealed.

Ensure that the normal is not flipped and that the applied texture is inserted correctly.

If a normal map has been created with OpenGL, it must be checked Y for it to appear normal.

4. Export the clothing as FBX

  1. Select the clothing to upload individually.

The clothing mesh to be extracted should be composed as a single form.

  1. [File] - [Export] - [Export Selected] (Export the selected mesh) Select and export as FBX.

  1. Check the following FBX Export options.

Check Embed Media to ensure the FBX is extracted with the texture included.

Please make sure to uncheck Animation. There may be errors during conversion if it's checked.

5. Export the shoes as FBX

Shoes must be uploaded as a symmetrical pair, both left and right.

Only the left shoes will be visible when editing in the design tool.

O: The clothing is applied correctly.
X: In the case, you must check Units Setup , Scale , Pivot.
Apply material
You need to change to Realistic Material view to see it properly.
O: The material has been applied correctly.
O: The normal map has been applied correctly.
X