Hello guys.
We are about to start working on a new project.
This new project is about a first person navigating and interacting with objects distributed on scene.
In order to build this project , two very different roles wew defined:
1 - Typescript / Babylonjs developer.
2 - Assets and scene designer.
Designer offers to provide the complete scene and assets created with 3DS MAX software.
Since I have no idea and never worked with 3DS MAX and while making some research I wanted to ask you.
Will be posible to integrate 3ds max and babylonjs to navigate , manipulate meshes , and so ?
Is there any recommended output format to ask for scene and assets from designer ?
Any other thought ? ideas ?
Thanks,
Leandro.
More precisely, you need âAssets and scene designer which is familiar with real-time renderingâ.
This task seems more suitable for Unity and Babylon Unity exporter - if you want to program your scene in Unity. If the question is about âis it possible to use 3DS max to provide 3D assetsâ then the answer is yes.
The best format is GLB, it is intended for online use, standartized and widely supported. The problem with 3DS max is that their GLB exporter is quite outdated and doesnât support most of the new features (or your designer should know how to solve this).
Or one can done those â5 easy stepsâ for each asset
And at the end, when youâll squeeze everything what is possible from a 3D designer, you may want to perform additional GLB optimization with tools like GLTF-Transform or online with GLB Optimizer.
@Leandro_Roggerone, I will add a couple of thoughts to what @labris already mentioned. Many of the newer glTF PBR extensions donât have a clear parallel in many of the DCC tools which makes rendering them as they will appear in Babylon difficult at best when authoring them. Even if you are to use 3ds Max straight to glTF you will want to know what extensions you will need like transmission, clear coat, specular, sheen, etc. and plan to author those textures manually. From there, you can simply load the additional textures directly into your Babylon scene and assign them to your PBR material as you set up the parameters for those extensions.
This is doubly true if you want to use any custom shaders or node materials since there wonât be a way to import these shaders into your DCC package, so loading the textures for your custom shaders directly and then assigning them is common.
I will reiterate what @labris said about your artist having experience with real-time rendering. There are a lot of 3D artists who have deep experience with modeling and texturing from the pre-render side of things, but they will have gaps in their knowledge when it comes to real-time rendering. This is because the assets created need to render at 60 fps, and as such there are a lot of shortcuts real-time artists will take to make sure their assets can run at that frame rate. Make sure whoever you select to make your assets knows how to author for real time and have experience making assets that can run on low-end devices since you are making your experience available on the web. You never know if the device loading your page will be a chromebook, feature phone, or high-end desktop with a beefy GPU.