3ds Max

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1. Check the clothing object created on the base model

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

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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.

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Diffuse 1024x1024

Normal 1024x1024 (Using OpenGL method)

Metallic 1024x1024

Roughness 1024x1024

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

3. Apply material

O: The material has been applied correctly.
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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.
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Ensure that the normal is not flipped and that the applied texture is inserted correctly.

X
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4. Export the clothing as FBX

  1. Select the clothing to upload individually.

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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.

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5. Export the shoes as FBX

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

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

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