# 3ds Max

{% hint style="danger" %}
Before uploading, make sure to include the clothing texture in the FBX.
{% endhint %}

### **1.**  Check the clothing object created on the base model

* In the Base Model Setup, check that the created clothing is properly worn.&#x20;

{% hint style="info" %}
If the unit setup or pivot is incorrect, the position may not align correctly.
{% endhint %}

<figure><img src="/files/2OlyG1RWjlPwhJMC8CIU" alt=""><figcaption><p><mark style="color:blue;"><strong>O: The clothing is applied correctly.</strong></mark></p></figcaption></figure>

<figure><img src="/files/0qETYk2tyxZh6lUM4w88" alt=""><figcaption><p><mark style="color:red;"><strong>X: In the case, you must check Units Setup , Scale , Pivo</strong>t.</mark></p></figcaption></figure>

### 2. Applying textures to materials

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

<figure><img src="/files/CozOobI0MED4JjzwTqc1" alt=""><figcaption></figcaption></figure>

2. Connect the textures created using **Physical Material** to the nodes below.

<figure><img src="/files/NVWoqRE86TOQtzMpaImZ" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/JH23SnHnJ5UuK0nvvUpR" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
**Diffuse 1024x1024**&#x20;

**Normal 1024x1024&#x20;**<mark style="color:red;">**(Using OpenGL method)**</mark>

**Metallic 1024x1024**

**Roughness 1024x1024**&#x20;
{% endhint %}

<figure><img src="/files/4cTP0ML7hE44Tb5kP3CQ" alt=""><figcaption></figcaption></figure>

{% hint style="warning" %}
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.
{% endhint %}

<figure><img src="/files/Xo4LEsjgBcs41OQhPU36" alt=""><figcaption><p>Apply material</p></figcaption></figure>

<figure><img src="/files/GTXRHtNbpTEKwFq7D5Br" alt=""><figcaption><p>You need to change to <mark style="color:red;"><strong>Realistic Material</strong></mark> view to see it properly.</p></figcaption></figure>

### 3. Apply material

<figure><img src="/files/SacdWFv2VuRveKTK0UHu" alt=""><figcaption><p><mark style="color:blue;"><strong>O: The material has been applied correctly.</strong></mark></p></figcaption></figure>

{% hint style="info" %}
Please check that there are no holes showing the inner mesh and that it is well sealed.
{% endhint %}

<figure><img src="/files/abL9fDkJXN0zYapiucCK" alt=""><figcaption><p><mark style="color:blue;"><strong>O: The normal map has been applied correctly.</strong></mark></p></figcaption></figure>

{% hint style="info" %}
Ensure that the normal is not flipped and that the applied texture is inserted correctly.
{% endhint %}

<figure><img src="/files/sLONKX08MmZ51PoBO6YA" alt=""><figcaption><p><mark style="color:red;"><strong>X</strong></mark></p></figcaption></figure>

<figure><img src="/files/hOk5ZOGtcOotPdqRqjAo" alt=""><figcaption></figcaption></figure>

{% hint style="warning" %}
If a normal map has been created with OpenGL, it must be checked Y for it to appear normal.
{% endhint %}

### 4. Export the clothing as FBX

1. Select the clothing to upload individually.

{% hint style="info" %}
The clothing mesh to be extracted should be composed as a single form.
{% endhint %}

<figure><img src="/files/nQeEiLzG5fPYeh6ZlYLH" alt=""><figcaption></figcaption></figure>

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

<figure><img src="/files/S8K0z8bTKoXbFeavgAVg" alt=""><figcaption></figcaption></figure>

3. Check the following FBX Export options.

<figure><img src="/files/btZoH1GseZRQieqrfe0s" alt=""><figcaption></figcaption></figure>

{% hint style="success" %}
Check Embed Media to ensure the FBX is extracted with the texture included.
{% endhint %}

{% hint style="danger" %}
Please make sure to **uncheck Animation**. There may be errors during conversion if it's checked.
{% endhint %}

### 5. Export the shoes as FBX

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

<figure><img src="/files/UlszGOrNuwYIotS7EiqG" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
Only the left shoes will be visible when editing in the design tool.
{% endhint %}

<figure><img src="/files/pk3zMv7wTwF7S5XvcXRd" alt=""><figcaption></figcaption></figure>


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