Export GLTF from 3ds Max

For 3ds Max, the Babylon.js exporter is used. It can be downloaded at https://doc.babylonjs.com/resources/3dsmax#how-to-install-the-3ds-max-plugin

It has a similar feature-set to the Blender exporter, supporting meshes, animation and pbr-materials. A custom environment texture is theoretically supported (in .dds format), however at the time of writing this document, the feature seems broken.
Download the most recent .zip file from https://github.com/BabylonJS/Exporters/tree/master/3ds%20Max and extract the appropriate folder for the suitable 3ds Max version into the local Programs/Autodesk/3ds Max 2015/bin/assemblies folder.

Upon starting 3ds Max, a new tab will appear.

The Babylon.js exporter uses the Physical Material from the General Materials tab in the Material Editor. The
AmbientOcclusion map must be connected to the Diffuse Roughness Map, while the Normal map must not use the Normal Bump node.

Export the file with theBabylon File Exporter.

In the export dialog, use the following settings:

The resulting file can be previewed in http://sandbox.babylonjs.com/ and look similar to the cubes. 

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