3DS Basics Tutorial
In this tutorial we will see how to export a model from TexTools, import it into 3ds Max, and import back to TexTools after its been modified.
This is NOT a tutorial on how to use 3DS Max, if you would like to know how to use the application there are plenty of tutorials openly available that can be found with a simple google search.
- Autodesk 3DS Max
- (Free)Autodesk 3DS Max Student
- OpenCOLLADA Plugin
- (Optional)Rigging_CombineSkin MaxScript
Installation is self explanatory, just follow the prompts for 3DS. The openCOLLADA plugin has installation instructions in the zip file.
Exporting from TexTools
3D Model Tab
For simplicity I will be using the first model in the list, Abes Jacket, head to the 3D model tab of the item, and select Export Model + Materials.
Importing to 3DS
Navigate to the MAX menu in the top left and select Import
In the import file window, change the Files of type to OpenCOLLADA
Select the model
Navigate to the folder that contains your model.
Typically models are saved in the following folder structure
Exploring the Model
For better visibility of the model, I set the model to High Quality and change the Viewport Clipping
The model is broken up into separate groups based on their mesh number, and then into several different parts, this is based on how the model is set up in the official files.
Exporting from 3DS
Navigate to the MAX menu in the top left and select Export
In the Save window navigate to the same folder that was used to import the file, Change the save type to OpenCOLLADA, and click on Save.
You will be asked if you want to replace the file, select Yes.
These are the settings you will want to use when exporting the model.
Importing to TexTools
Now that the file is modified and saved, we click on Import in TexTools.
In this instance I deleted some parts of a mesh, and a warning popped up letting me know that this may cause issues in the game, as it is only a warning, TexTools still imports the model.