I have a few .max files that I’d like to convert individually to .fbx format, including the attached materials, so I can use them in Twinmotion.
I’m quite new to Blender, so I’d really appreciate a step-by-step guide on how to do this. If anyone is willing to help, I’d be more than happy to offer payment for your time and support.
Sworly, I’ve tried that, but the textures don’t import with it. So I guess the question is: is it possible to automatically scan for the missing materials, or will I need to attach them one by one?
MichaelColina
(The "Mr. Polygon Punisher" is your)
9
there is a “import max” addon that you can search in the blender extensions tab, but not sure on how good it is compared to the native 3dsmax app importer.
Thank you for the suggestion, Michael. I’ve already installed it, but as I mentioned earlier, the textures didn’t link for some reason.
I did spend some time over the weekend watching YouTube videos in an effort to find an example of how to reconnect the materials, but I’ve still not managed to work it out.
So, for example, when I import the file (which is named Ornamental plant pot_1_VRAY.max), it comes in looking like this:
Each program’s material/shader system and render engine is different, so if you’re planning on using the models on Twinmotion the best approach would be to re-do the materials once you import the models there, if you setup the materials in Blender and export to fbx it’s possible that the materials/textures won’t load properly on Twinmotion anyway, so it would be wasted effort/time.
Just export the models from Blender just as they come, and do any material setup inside Twinmotion
Supported textures for base color, roughness, specular intensity, transparency and normalmap. Only linked textures are supported, they have to be in the same folder or in a subfolder of the .max file. For compressed or partly compressed files only .zip is supported.
Thank you – your suggestion was incredibly helpful and is looking quite promising.
As you recommended, I opened the .max file in Blender and simply saved it as an .fbx file. I then placed that .fbx in the same folder as all the maps. When opening it in Twinmotion, I selected “Collapse: Keep Hierarchy”.
After selecting Import, I was then presented with another window which said “MATERIAL CONFLICT” and had the option to:
Use scene material
Use imported material
I tried importing the object using both options but from what I can see, it appears quite close to the original preview image, which is great. However, I did notice that everything has come in as a flattened layer and has been given the name “Trunk 1”.
Would you happen to know if there’s something I need to select or adjust in Blender before exporting? Or is this simply a limitation of exporting to .fbx?
I don’t think it has anything to do with Blender, and it’s just something you have to adjust in twinmotion, because that’s the program where the final materials are being created/adjusted.