3ds Max to Unreal Engine Workflow and Troubleshooting
2h 6mIntermediate2021-07-08
Authors

Brian Bradley
3D Artist, Business Owner
Course details
If you have 3D designs that you want to take from 3ds Max and make interactive, you’ve probably already explored using Unreal Engine. In this course, Brian Bradley shows you some potential workflows for transferring assets from 3ds Max into Unreal in as clean and easy a manner as possible, including some of the potential problems and pitfalls that you can run into along the way. Brian first covers the steps you should take in 3ds Max to get your scenes ready for export in a quick and straightforward manner. Then, he gets into how to fix some of the common problems that might arise at different points along the production process. After this course, you’ll be better equipped to transfer your assets smoothly and spend less time moving your files around and more time working in Unreal.
Skills covered
Unreal EngineEpic3ds MaxAugmented Reality3D AnimationRenderingMotion Graphics and VFXAutodesk3D ModelingVisualization and Real-TimeAECProduct and ManufacturingAnimation and IllustrationOne-Off
Concepts
0. Introduction
- 01 - 3ds Max to Unreal workflows
- 02 - Software versions
- 03 - Max project and exercise files setup
- 04 - Fixing asset linking problems
1. Clean Exports
- 05 - Unreal setup - Project creation
- 06 - 3ds Max setup - Units
- 07 - 3ds Max setup - Naming conventions
- 08 - 3ds Max setup - Combining objects
- 09 - Clean export from Max using FBX
- 10 - Clean import into Unreal with FBX
- 11 - Clean export from Max using Datasmith
- 12 - Clean import with Datasmith
- 13 - Export from Max using a VR scene
- 14 - Re-importing modified assets
2. Mesh Problems
- 15 - Lights and cameras - FBX
- 16 - Lights and cameras - Datasmith and VR scene
- 17 - Beware the exposure trap
- 18 - Smoothing groups
- 19 - FBX materials sidenote
- 20 - Overly dense meshes
- 21 - Collision mesh issues
- 22 - Fixing vertex problems on the geometry
- 23 - Fixing more vertex problems
- 24 - Fixing face problems
- 25 - Fixing edge problems on the geometry
- 26 - Working with LODs - FBX
- 27 - Working with LODs - Datasmith
3. Map and Material Problems
- 28 - UV issues you can run into
- 29 - De-generated triangles
- 30 - Overlapping UVs
- 31 - Missing lightmap UVs
- 32 - Handling multiple material IDs
Conclusion
- 33 - Next steps