3ds Max models can be imported into Shapespark through the FBX format.
To import a 3ds Max model to Shapespark follow the steps:
Export the 3ds Max model with the Export item of the Application menu.
In the Select File To Export window, select Autodesk (*.FBX) format in the Save as type.
In the FBX Export window:
- Select the Autodesk Media & Entertainment preset in Presets > Current preset.
- Inside Advanced Options > Units, clear the Automatic checkbox and choose Meters in Scene units converted to.
Import the exported FBX file using the Import .fbx .dae .obj button in the main Shapespark window.
- Use an Input scale of 1m.
❕ To update the Shapespark scene after it has been modified in 3ds Max, export it again and use the Update button in the main Shapespark window.
⚠️ Export issues
If the model imported to Shapespark does not match the original 3ds Max model, check the following potential issues and their solutions.
Material properties are missing
3ds Max's FBX exporter only supports the Standard (scanline) material type. If your model uses different material types, convert the materials to Standard ones before the export in order to transfer the material properties (including diffuse color, diffuse texture, transparency) to Shapespark. Only simple material setups can be exported, texture-related nodes like MultiTexture, ColorCorrect, Noise, etc. are not handled. The conversion process can be automated with a material converting script like V-RayMtl Converter (paid, preferred for V-Ray materials), Universal Material Converter (paid), or MultyConvertor (free).
Some objects are missing
Not all 3ds Max object types are handled by the FBX exporter or Shapespark. If a 3ds Max object is missing in Shapespark, convert it to Editable Mesh or Editable Poly using the Convert To item in the right-click object menu, then retry the export.
Some objects are misplaced/mis-rotated
The FBX file may incorrectly convey node transformations in some cases (especially if the Mirror tool has been applied to the node). If an object or a group is misplaced or mis-rotated, reset its pivot using the Reset Pivot button in the hierarchy panel.
Some textures have a wrong scale/tiling
Shapespark assumes UV mapping for base color textures is in the first UV channel. Make sure Bitmaps and corresponding UVW Map modifiers use Map Channel = 1. In addition, the tiling-related options of Bitmap (including Offset, Tiling, Tile) are ignored in the FBX export. To modify texture tiling use the U Tile and V Tile option of the UVW Map modifier instead.