How to publish 3DsMax models online with Sketchfab
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August 2014 I [email protected] I sketchfab.com I @sketchfab
How to publish 3ds Max models anywhere online with Sketchfab
Intro
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The Sketchfab for 3ds Max exporter lets you publish 3D files directly from 3ds Max to Sketchfab, in just a few clicks, and then share them and embed them anywhere online.
Step 1: signup to Sketchfab
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Go to sketchfab.com and create a free account. You’ll receive an API key in your confirmation email, you can also find it in your settings under password.
Download on the next slide >
Step 2: download and install
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● Download the exporter MZP file
● Open 3ds Max and go to MAXScript > run script
● Select the MZP file
● Go to Customize > User Interface > Toolbars
● In Category, select Klaas Tools
● Drag the Sketchfab icon to a toolbar, you’re all set!
Download Sketchfab for 3dsMax
Step 3: basic workflow
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● Select the parts of your scene you want to publish
● Run the exporter script from the toolbar
● Enter a model title, and mark it as private if necessary (Pro only)
● Check your other settings, enter your API Token, and click Publish!
Step 4: lightbaking - basics
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The script can publish to Sketchfab with or without lightbaking. You can enable or disable lightbaking in the Light, bake, uvw rollout. If you enable lightbaking, other options become available, such as object unwrapping and texture sizing.
When using the auto-unwrap, the model is merged into one object and sliced into chunks which fill the textures. If you skip the automatic unwrap and provide your own uvw coordinates, the meshes are not touched.
Step 5: lightbaking - textures
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The lightbaker has to determine the size of the rendered textures. It uses a maximum size per texture file of 2048×2048 pixels. You can influence the final sizes by adjusting the Density value.
You can get a feel for the rendered textures being rendered Calculate sizes button. It will show you how many textures or how many megapixels will be rendered, depending on the unwrap option.
When using your own uvw coordinates, make sure that there are no overlaps in your unwrap, which could produce artifacts in the bake. Also make sure to split your object if it has multiple material IDs.
Step 6: lightbaking - lighting
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To bake textures, you need light. You can use the automatic lighting which ships with the script. This is a smooth, omnidirectional lighting setup. You can also use your own lighting. Set the Lighting type option to Manual for that. In that case the script will use the lighting which is present in the scene.
If you have multiple cameras with different exposure values, pick the camera you want to use for the bake. All exposure values including color balance are taken into account when using a vray camera with exposure enabled.
Step 7: tags and tokens
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When your lighting and texture settings are ready, make sure to give your model a description and some tags.
You also need to enter your Sketchfab API Token, which you can find in your passwords settings page. Then, you’re ready to publish!
For a more detailed tutorial - check out the blog.
Result
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Share and embed
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You can very easily share and embed your Sketchfab models. To embed a model, just grab the embed code below the viewer, and paste in on your web page.
You can embed Sketchfab models on Behance, LinkedIn, deviantArt, Reddit and more! Check out our list of embed partners.
Download Sketchfab for 3ds Max
The place to be for 3D files
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