3ds Max

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.

O: The clothing is applied correctly.
X: In the case, you must check Units Setup , Scale , Pivot.

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

Apply material
You need to change to Realistic Material view to see it properly.

3. Apply material

O: The material has been applied correctly.

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

O: The normal map has been applied correctly.

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

X

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.

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.

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