VNTANA Export Guidelines

FBX Requirements

  • Version: 2014/2015 or newer
  • Type: Binary or ASCii
  • Embedded Media enabled
  • Up Axis: Y up
  • Materials should be PBR and embedded
  • Animations are not currently supported

Format Agnostic Guidelines

Where ever possible do not combine your meshes, our optimization supports instancing which allows us to detect submeshes that are the same and instance them on our platform.

It is recommended that you convert your materials to PBR materials prior to export. This will result in a better fidelity render. We support the metallic roughness PBR workflow, please refer to the tool specific guides below for specific setups.

FBX geometry animation data is removed from the model by the VNTANA platform, future releases will maintain animations. Other animation data (colors, lights, cameras…) is preserved.

It is recommended that you export only the mesh data, when exporting select only the mesh. Please refer to the tool guides for details on how to do this below. 

Any images embedded in the files will be saved out as .pngs

MAYA

Maya Export Settings

  • Smoothing groups enabled
  • Preserve Instances enabled
  • Referenced Assets Content enabled
  • Version: 2014/2015 or newer
  • Type: Binary
  • Embedded Media enabled
  • Up Axis: Y up

Materials

Standard Stingray PBS

Under the attributes roll down you will notice Flags for: 

  • Use Color Map
  • Use Normal Map
  • Use Roughness Map
  • Use Metallic Map

You will also notice fields to input float Color/Float values for these properties. These flags act like True/ False flags. If you mark true for “Use Color map” you will have to input a texture for “Color map” under the textures roll out. Please note “Base Color” should be set to an HSV of 0 0 0.5. If the color on base color is set to black it will negate your texture map causing your model to render black. If the flag is set to false the material will use the value present in its respective slot.

We support inputting values for the following fields:

  • Base Color
  • Metallic
  • Roughness

If you are using values in lieu of maps please make sure you set the “Use ____ Map” to False

For best visual fidelity results on more complex materials we recommend using a power of 2 texture saved as a .png. Below are the different maps you will potentially have:

  • Color Map
  • Normal Map
  • Metallic Map
  • Roughness Map

In order to use texture maps in lieu of values, make sure you set the  “Use ____ Map” to True.

Example below:

Transparency Stingray PBS

In order to have a transparent material you need to first change the Preset Material to “Presets/Standard_Transparent”.

Note: Changing the material preset can not be undone.

With this material preset selected the addition of the “Use Opacity Map” flag will appear.

In order to use Opacity we need to have a Color map with an Alpha embedded in the image file.

We recommend a power of 2 .TGA saved out in a 32 bit format.
We recommend TGA since this allows you to save out an alpha channel from Photoshop, Photoshop only allows Alphas via transparent backgrounds in your image document when saving out as a PNG.

If the “Use Opacity Map” flag is set to true Maya will automatically link the alpha of the image to the materials opacity when the Color map is loaded into the Color map slot. Currently we do not support float values for opacity.

Prior to export we recommend placing your asset in the desired location (typically at origin), this can be done by selecting your object and navigating to Modify>Freeze Transforms.

If you have already frozen transforms at a location other than origin and desire to move it to origin you can still do so, make sure the pivot for the object is in the desired location. Take the values that are located in World Space and place them in the translate fields under Transform Attributes and then invert them. This will place your asset at Origin.

After we have reset our Transform information, select your model and go to Edit>Delete All by Type>History.

If you have a skinned mesh you will want to select Edit>Delete all by Type>Non-Deformer History.

These two steps will help get rid of any unwanted information. The last step is making sure we are only selecting the geometry. To do this, the easiest way is to set your selection filters to only select geometry.

Make sure that you have turned off everything but Geometry. Now you will be able to marquee select everything in your scene and only select the geometry.

To export File>Export Selection

In the Maya FBX export settings make sure you have these flags enabled:

  • Smoothing groups enabled
  • Preserve Instances enabled
  • Referenced Assets Content enabled
  • Version: 2014/2015 or newer
  • Type: Binary
  • Embedded Media enabled
  • Up Axis: Y up

3DS MAX

3DSMax Export Settings

  • Turbo smooth enabled
  • Convert deforming dummies to bones
  • Preserve edge orientation
  • Version: 2014/2015 or newer
  • Type: Binary
  • Embedded Media enabled
  • Up Axis: Y up

Materials 

Physical Material

In order to have PBR materials in Max we recommend that you convert all of your materials to a “Physical Material”, we support inputting values for the following fields:

  • Base Color
  • Metallic
  • Roughness

For best visual fidelity results on more complex materials we recommend using a power of 2 texture saved as a .png. That map is then plugged into its respective slot as defined below:

  • Albedo to Base Color
  • Metallic to Metallic
  • Roughness to Roughness
  • Normal to Bump

If your material requires transparency we need to have a Color map with an Alpha embedded in the image file. We recommend a power of 2 .TGA saved out in a 32 bit format.

We recommend TGA since this allows you to save out an alpha channel from Photoshop, Photoshop only allows Alphas via transparent backgrounds in your image document when saving out as a PNG.

With this file made we will plug it into the Base Color Map and Transparency Color Map as depicted below:

After you have applied the materials to your model we need to prepare it for export. To do this we want to move the asset to origin. The easiest way to do this is to select your model and in the transform box zero out the values for X, Y and Z  (the transform box is located on the right side of the UI under the animation timeline).

After that we want to reset the models XForms. This can be found in the Utilities tab with your model selected. (Note: This may cause some faces to invert depending on how the model was constructed).

The last step in preparing the model for export is to collapse the stack located in your modify tab. With your model selected, click on the Modify tab and on the top of the stack, right click and select collapse all.

You will see a warning saying you will not be able to change the parameters of the modifiers you have applied when you perform this action. Click yes.

The last step is making sure we are only selecting the geometry. To do this, the easiest way is to open up your scene explorer:

 

Then Alt-Left Click the top icon in the stack on the left hand side of the window.

This will only display Geometry. Select your asset from the scene explorer:

Now we are ready to export! With your model selected, go to File>Export>Export Selected.

This will allow you to select the desired export location and file name. After you have defined those parameters, the FBX options will appear.

For Max we recommend you enable the below settings

  • Turbo smooth enabled
  • Convert deforming dummies to bones
  • Preserve edge orientation
  • Version: 2014/2015 or newer
  • Type: Binary
  • Embedded Media enabled
  • Up Axis: Y up