CEJ1976 Posted August 13, 2014 Share Posted August 13, 2014 Hi, I have recently started an experimental project with a web developer. We are aiming to export elements of my 3ds Max model into Unity's real time engine. We are hoping that this will then give us the interactivity required for a user to simply rotate the 3d models as they wish whilst interacting with an iPAD app that we will develop. We aim to keep everything very simple, from geometry to texturing to the amount of interactivity available to the user. Has anyone tried anything like this, and can anyone give me any tips or suggested workflows. Thank you. Link to comment Share on other sites More sharing options...
joshuafincher Posted August 13, 2014 Share Posted August 13, 2014 I would suggest that you search through the Unity forums, because on a quick search I already found a ton of topics that you can reference and get ideas. Link to comment Share on other sites More sharing options...
Josef Wienerroither Posted August 14, 2014 Share Posted August 14, 2014 Simply go the manul FBX export route ( manually export directly into the Unity Assets Folder ) In unity, create your Prefabs and OWN materials from imported/autogenerated materials than and place them, in your scene If you start to tweak your materials in Unity directly using the imported materials ( coming with the FBX ), your changes will not survive the next export cycle from Max. I would'nt use Unity's ability to convert 3ds Max files directly , as this gives you less control and does an FBX conversion in the background anyways ( and that requires a installed Max version on each workstation you want to load the Unity project later on) Link to comment Share on other sites More sharing options...
notamondayfan Posted August 14, 2014 Share Posted August 14, 2014 Once the assets are in Unity, you can export to iPad and other platforms, quite simple really. Link to comment Share on other sites More sharing options...
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