How to export from 3DS Max to Unity

From 3DS Max to Unity
Difficulty

Transitioning assets from a modeling environment like 3DS Max into a real-time engine like Unity involves more than a simple file conversion. It requires a rigorous preparation of the geometry and metadata to ensure that the object behaves predictably within the 3D space of the engine. Issues with orientation, scale, and material paths are common friction points that can disrupt the development workflow if not addressed at the source.

Asset Preparation and Cleanup for 3DS Max

Before the export process begins, you must sanitize the model within 3DS Max. This involves resetting transforms and ensuring the coordinate system aligns with how Unity interprets world space. Failing to do this often results in objects that are rotated 90 degrees on the X-axis or have non-uniform scaling, which interferes with physics and scripting.

To ensure a clean transition, follow these essential steps:

  1. Remove path from texture.
  2. Move pivot point with Z point in front.
  3. Center to 0, 0, 0 the position.
  4. Center to 0, 0, 0 the rotation.
  5. 100, 100, 100 the scale.
  6. Real misures.
  7. Using the X-form (or X-reset) utility is the most reliable way to bake these changes into the mesh.
  8. Once the scale is normalized to 100% and the rotation is zeroed out, the object is ready for the FBX export.

FBX Export Configuration

The FBX format is the standard bridge for Unity. During the export process, specific settings in the FBX Export window must be toggled to prevent conversion errors. The most critical setting is the Up Axis. While 3ds Max defaults to Z-up, Unity operates on a Y-up coordinate system. Most modern FBX exporters handle this conversion automatically if the “Up Axis” is set to Y, but it is vital to verify this in the settings panel.

In the Geometry section, ensure that we checked “Smoothing Groups” to preserve the intended shading. If the model includes animations, the “Bake Animation” toggle must be active, with the correct frame range defined. For the units, setting the “Automatic” toggle usually works, but explicitly setting the scale factor to 1.0 ensures consistency across different versions of the software.

Unity Import and Material Handling

Upon importing the FBX into the Unity Project window, the Model Inspector provides further control. Under the Model tab, the “Scale Factor” should ideally stay at 1.0 if the 3ds Max units we have correctly configured. If the model appears too small, check the “File Scale” in the inspector; Unity often defaults to a 0.01 scale for older FBX versions.

Regarding materials, it is best practice to set the “Location” to “Use External Materials (Legacy)”. This allows Unity to create a separate “Materials” folder, giving you the ability to swap shaders or textures without re-exporting the mesh. If textures appear missing, verify that the texture files are located within the same project directory as the FBX, as relative paths are more stable than absolute paths.

Troubleshooting and Error Resolution for 3DS Max to Unity

The most frequent issue is the flipped normals or “invisible” faces. This occurs when the polygons are facing inward. In 3ds Max, apply a “Normal” modifier to check the orientation. If only some faces are wrong, use the “Edit Mesh” modifier to flip individual polygons before re-exporting.

Another common problem is the offset pivot. If an object in Unity rotates around an empty point in space instead of its center, the pivot was not correctly centered at 0,0,0 in 3ds Max. You must return to the modeling software, use the “Affect Pivot Only” tool to center the pivot to the object, and then move the object to the world origin before performing another X-reset.

If the scale remains inconsistent despite your efforts, check the “System Unit Setup” in 3ds Max. Ensure that “1 Unit = 1 Centimeter” or “1 Unit = 1 Meter” is consistent with your Unity project settings. Mismatched system units are a primary cause of objects appearing at incorrect sizes regardless of the export scale factor.

Try it at home!

0
Be the first one to like this.
Please wait...

Leave a Reply

Thanks for choosing to leave a comment.
Please keep in mind that all comments are moderated according to our comment policy, and your email address will NOT be published.
Please do NOT use keywords in the name field. Let's have a personal and meaningful conversation.

BlogoBay
Privacy Overview

This website uses cookies so that we can provide you with the best user experience possible. Cookie information is stored in your browser and performs functions such as recognising you when you return to our website and helping our team to understand which sections of the website you find most interesting and useful.