Tip - 3ds Max plugin help
Clicking on the question mark in the header will open this help document page.
3D Model Preparation Toolkit
Select your export preferences.
- Selecting Unreal - will open Datasmith on completion to allow you to continue exporting and saving.
- Selecting Unity - on completion will allow you to save an FBX file.
To bypass steps and move to the next one, click the forward arrow.
Unreal Engine - Lighting Considerations?
Option 1 - Switch off the exposure control in 3ds Max. If the Exposure Control has been used, it is exported with the Datasmith file. When imported into UE, a “Global_Exposure” actor is created with the V-Ray exposure settings imported. The issue is that these exposure setting will be photometric lighting, VRaySun for example, but when imported to Unreal, the VRaySun does not keep its photometric intensity resulting in imported exposure settings displaying completely dark. If you do import the lighting, such as the sun, you can always adjust it in UE using a setting of 90,000-120,000 lx. https://en.wikipedia.org/wiki/Daylight
Step 1. Make Selection Set
Select the 3D meshes or entire scene to export Preflight will deselect elements it cannot work with.
Step 2. Mapping and Instances
Check for missing textures, instances all geometry for game-engine optimisation.
Step 3. Attach, Weld and Reset
Attaches other 3D geometry as a single mesh by materials. Resets all geometry by rebuilding meshes.
Step 4. Detach or Delete Double Faces
Remove double faces to prevent flicking or co-planer face issues.
Step 5. Visual Check of 3D model
Visual checks to inspect your 3D model and fix further issues if discovered. You will need to use other IgNite tools to fix issues.
Step 6. Convert Textures
Convert all textures to PNG.
Step 7. Send to FBX
Save and export to UE4/Datasmith or FBX file format.
The Preflight dialogue box provides an inventory of the checklist stages, with warnings and check ticks.