Some great workflows to convert scenes from blender to 3dsmax and maya?

Discussion started by achille-pasquier

Hello guys,

I have acces to the three licenses thanks to my job and I have some big models like characters with rig that I would love to convert into maya and 3dsmax to have a bigger clientele. Do you guys have a pluggin or some tips to go faster. I know that the rig can be transfered but the skin will not be. For textures I already have a pluggin to go from substance to maya blender and 3ds live. For lighting and animation a have no clue.

Thanks !

Answers

Posted almost 4 years ago
0

To convert files from one software to another. Fbx and Obj format is the best way :)

achille-pasquier wrote
Thanks for the answer obj and fbx are great but don't take the rig and lighting :)
modelsdesgin wrote
modelsdesgin
you can bake textures with light .
modelsdesgin wrote
modelsdesgin
https://www.youtube.com/watch?v=-sUxIkBGE_c
achille-pasquier wrote
Nice stuff Thanks :) The tutorial is really helpfull!
Posted almost 4 years ago
0

i think there is no option for lighting and shading. so you have to make PBR textures so they can behave same in any 3d software with any lighting or use HDRI for lighting. . except this you can also go for texture baking , but it's a long process.

achille-pasquier wrote
Thanks for the answer uzairali it gives me some clues
uzairali wrote
uzairali
pleasure. if your mesh is lowpoly you can also get same result of lighting by texture baking. there are some tutorials in youtubes.
achille-pasquier wrote
I prefer doing models for movies so baking textures with lighting isn't really good :)
Posted almost 4 years ago
0

FBX "should" transfer rigging/skin. Not familiar with Blender, so perhaps the Blender FBX exporter is limited in this way. But *.fbx files with rigging typically do carry the rigging information, as a general rule. Maybe look for a special "switch" in Blender for this option?

And, as usizairali says, nothing exists that I know of to transfer lights and shaders between Blender and Maya/Max, so try standard PBR map sets.

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