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3DS Max to Unity pipeline

Discussion in 'Animation' started by JoyDivision11, Aug 9, 2021.

  1. JoyDivision11

    JoyDivision11

    Joined:
    Aug 3, 2021
    Posts:
    2
    Hey all, I'm kinda new to Unity, and to be quite honest, it wasn't on my own accord. Anyway, I'm a 3D asset designer working for a small iGaming dev team that is now experimenting with using Unity to develop games. Now, since none of them are still 100% as far as any of this stuff goes, it's more or less on me to figure out how to properly import 3DS assets into Unity without having them butchered completely, and that's where I need your help.

    The stuff I'm working on isn't necessarily complex in the sense of details and stuff, but I do work a lot with animated objects, animated characters, a whole bunch of particle objects, and more. In essence, a bunch of low(ish) poly models, plenty of complex rigging, and similar stuff that needs to be ported from 3DS max to Unity and I have no idea how to retain all my data.

    I've taken on a simple project as a starter. We're working on a gem slot, which is a popular niche in the industry (like these http://www.headlinecasinos.com/features/5-best-jewels-and-gems-themed-slots/), so I won't have to worry too much about animating anything. My only concern now is importing low poly models, their textures, and wraps at scale. I've tried doing it directly, but my models are missing textures when I open the files in Unity. Without a doubt, I'm doing something wrong, but I can't figure out what. Does anyone know a smooth 3DS Max > Unity pipeline for animations?
     
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