What do you want to export? - be aware of export scope e.g. meshes, cameras, lights, animation rigs, etc.
Applications often let you export selected objects or a whole scene.
Make sure you are exporting only the objects you want to use from your scene by either exporting selected, or removing unwanted data from your scene.
Good working practice often means keeping a working file with all lights, guides, control rigs etc. but only export the data you need with export selected, an export preset or even a custom scene exporter.
What do you need to include? - prepare your assets:
Meshes - Remove construction history, Nurbs, Nurms, Subdiv surfaces must be converted to polygons - e.g. triangulate or quadrangulate.
Animation - Select the correct rig, check frame rate, animation length etc.
Blend Shapes / Morphing - Make sure your Blendshapes (Maya) or Morph targets (Max) are assigned / set up the export mesh appropriately.
Textures - Make sure your textures are sourced already from your project or copied into a folder called \textures in your project.
Smoothing - Check if you want smoothing groups and/or smooth mesh.
How do I include those elements? - check the OBJ export settings
Be aware of your settings in the export dialogue so that you know what to expect and can match up the obj settings In Editor.
Check Animation / Deformations / Skins / Morphs as appropriate.
Cameras and Lights are not currently imported in to Editor but cameras and lights can be created and edited in Editor easily.
This is an example of 3DS MAX OBJ export best practice:
After the model is complete and optimized to game ready status.
Center the model to the 0,0,0 position in the 3d world.
Covert the model to editable patch then back to editable poly to create cross lines this will help evenly break up the render texture.
Navigate to the Rendering drop down menu and select Render To Texture.
Define a path to the used work folder : Note place all used textures in this folder.
Confirm that the output settings table contains the object.
Match the mapping coordinates to the object channel.
Add a texture element, select DiffuseMap.
Create the template that the texture will render to.
For best results use BMP image format.
For best results set the resolution to 1024x1024.
Set the spacing to 0 to avoid seams.
Hit Render and Continue.
IF this is the render style generated then you are on the right track.
Assign the newly generated texture to the object as a material.
Set the Map Channel to 2.
Toggle Show Shaded Material in Viewport.
Toggle Assign Material To Selection.
Now the model is ready for export.
Export the model and select OBJ format an OBJ exporter plug in maybe needed.
Good practice to export the model into the same folder containing the created rendered texture.
When exporting OBJ defining the path to the folder containing the texture is necessary.
In the work folder their should be an .OBJ, .mtl & .bmp all three are needed to import into Editor.
Import the .zip into Editor.
Will it work? - Verify your export
Check your file size - do a sanity check on the file size (e.g. >10kb?).
Re-import your OBJ into a new scene in the 3D package you use to generate it - is it what you expected?
Importing OBJ into Editor will differ from Editor standalone to Editor.com
Importing OBJ into Editor.com
OBJ- Model is complete, Materials/Texture is applied and exported to .OBJ properly.
Two files will be produced an .OBJ and a .mtl
Texture/images used in the modeling process needs to be combined to the import package
Import package should include (.OBJ + .MTL + texture/images)
Create a .ZIP containing (.OBJ + .MTL + texture/images)
Now import the .ZIP into modest3d.com through the Add Assets button in your project.