I’ve done this from blender to maya and maya to blender.
Right now the FBX and Collada support isn’t really good enough… either through blender or maya/max fault. Use them only if you need animation support. Last i looked objects ended up bunched over the origin. also because of the y axis being up in max/maya you’ll need to “de-rotate”
For models the best bet is still OBJ. keep an eye on scale, depending on what units you use in maya you might need to scale up/down by 10 or 100. I think this exporter/importer is better foe the rotation issue.
When importing into blender make sure that “clamp scale” is set to “0” (no rescaling) otherwise you’re in for pain, you won’t no what scale factor to apply if/when you take the assets back.
If you have multiple uv sets OBJ is only going to export the active set. this means that if you want to exchange more you’ll need to do some scripting (export multiple copies of the objects with the differnt uvs in each and then copy the uvs to one object in your target app and delete the junk.
The Blender importer/exporter will call the objects by a naming convention based on how you use the group or object buttons. Perversely, OBJ import in Maya is incorrect for the spec, so you need to use “objects as groups”, Weird as OBJ is a wavefront format.
You may not need to do that with max… last I tested colada and FBX were better with max, but with different problems…
I look forward to the day where the full collada spec is imported and exported by Blender, it’ll make working in pipelines much easier.
It’s a safe bet that you’ll want to do some form of “asset conditioning” whichever path you use, so be prepared to write scripts on both ends of the pipeline…
(for renaming things, combining things setting some material properties etc…)
Oh. I just remembered… when importing an OBJ it’s favourite if the textures are in a folder below the object caled “textures”. and the .mtl file is at the same level as the obj
Don’t use the “image search” button on the importer, it just seems to search forever without finding stuff. If you have the stuff set up like I mentioned then it’ll find and assign the textures without that.