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Exporting models from blender to 3ds max problems

a-k-m
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a-k-m polycounter lvl 5
Hello,

I saved a tree-model I created with blender as a fbx file and wanted to import it to 3ds max.

Well, the model is there but some planes are not displayed properly and the uvs are gone.

Some questions:

1. When you create models for game-engines, are you allowed to scale up the uvs and using a tileable texture as shown in the picture? (in that case the bark texture)

rindeuvs.jpg

2. How can I export the uv-layout made in blender and open it in 3ds max?

3. With my model I have 2 materials (in blender). One for the leafes and one for the trunk. Each material has its own uv-layout.
-Is it possible to export also the materials with its assigned uv-layouts? Or how would you solve this problem?

4. As you see in the image below, after importing the fbx file in max, the leaf-planes are invisible. I selected a few in the 3d viewport. Why is this happening?

treeinmax.jpg

5. How do I have to prepare a model to be able to use its materials and textures in udk?

6. Has nothing to do with this model in particular but is it possible to do texture painting like in blender with project paint?

I hope you guys can help me out!

Thanks in advance!

Andr

Replies

  • passerby
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    passerby polycounter lvl 12
    1. Yes you can.
    2. Just use OBJ, it will caputre the UV's and all material id's
    3. Answered in question 2
    4. try with obj, or re-assign materials in max.
    5. just export as fbx, import from the content browser, than separately import your textures and make a material from the content browser and assign it to the mesh in the model viewer. (there are better ways but this is simplest to start with.)

    6. not exactly sure what you mean there.


    questions for you.

    Why are you exporting to Max than UDK from blender, why not just export from blender as FBX to UDK? Or Just use Max for the whole workflow?
  • a-k-m
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    a-k-m polycounter lvl 5
    I am more efficient with blender and I am learning 3ds max at the moment. I was told that 3ds max is essential if you wanna get a job in the industry. So if I wanna keep modelling with blender at least I have to know how to properly prepare models for 3ds max so that others can use them. I already got more used to 3ds max. Maybe in some time I will completely switch to it.

    By projection paint I mean texturing like shown in the video below at min 10:00

    [ame="http://www.youtube.com/watch?v=nx73g92zhTY"]Blender 2.60 / UV Unwrap,create seamless textures and Project Paint an organic mesh (creature) - YouTube[/ame]

    Thanks for your quick response I will try it with obj files.
  • a-k-m
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    a-k-m polycounter lvl 5
    Ok, as an obj-file it imports almost properly into max... the uvs are conserved and also the texture is displayed properly for the trunk. But the materials from blender are gone. Also the leafes are still invisible. Probably because they were clip-alpha texture in the blend file...
    Do I have to recreate the materials in max again or is there a way to access them?
  • passerby
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    passerby polycounter lvl 12
    i would say it is simpler to just re-create them, since that would only take a few minutes.

    and dont see why projection paint wouldn't carry over since it gets drawn to a 2d texture that you can save out from blender than just add that texture to a material in a ohter package
  • a-k-m
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    a-k-m polycounter lvl 5
    passerby wrote: »
    and dont see why projection paint wouldn't carry over since it gets drawn to a 2d texture that you can save out from blender than just add that texture to a material in a ohter package


    Sorry if I was not very clear... what I meant had nothing to do with the exporting the projection paint. I was just asking if you can project paint in 3ds max in general?

    Ok, got the workflow now for exporting to udk. But it always applies one material for the whole object. So I need to import the leafes as a seperate object, right?
  • passerby
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    passerby polycounter lvl 12
    what are you exporting to udk with Blender or max?

    in blender you just need multiple materials applied to the object, in max you need to make a make a material change it;s type to a multi/sub material iirc and apply your mat ids in that material.

    not absolutely sure though since im more familiar with maya and blender than i am with max.

    edit: ya fired up max to test all you got to do uis use a multi/sub material in max, and in udk there should be multiple material slots on the model.
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