Failing to export to 3ds max

Hello, how are you

I exported my object to max in .3DS
I used: join before exporting

but when I open the max the object is in several elements in the editable poly

how should I proceed in this export to the object created in rhino be opened in max as a single element?

already tried to do the weld, in the poly edit at max, of the various elements of the mesh and the mesh became wrinkled


Hi bilico - so there’s one object, a polysurface in Rhino and in max it is multiple objects? Can you verify that it is one object and not, say, a group, in Rhino?


it’s not a non-group

happened with an extruded line, with fillet in the corners, and with the edges of the object with fillet

I’m having problems with mapping too.
I’m trying to map with max

is there a way to map in the proper rhino before exporting to max?
I’m texturizing with the substance designer, which requires a good mapping

Hi bilco - can you post here, or send me, the object?


the ogjectobject.3dm (584.1 KB)

Hi bilco - how does this file work in Max. (27.7 KB)


This object is being imported by max as several “poly edit elements”

this is preventing it from being correctly mapped to the texture application

is there an appropriate way to model and map objects like this?

Hi bilco - how about this one- (24.1 KB)


this object 2 is even worse

hm… sorry - I don’t know enough about Max - can you not convert to a plain mesh?


Hi @bilico and @pascal

I’m not at my computer right now, bit if memory serves me right, the 3ds-format has a build in limitation in terms of poly count. Maybe try obj instead of 3ds?

HTH, Jakob

Hi Jakob - yeah, 65,000 but my mesh has only 2700 vertices or so.


How about this: (34.1 KB)

Try meshing the object yourself in Rhino instead of meshing on export (either Mesh or ExtractRenderMesh command). Then run _Weld 180 and export the result as 3DS or OBJ (OBJ has no limit for #of faces). It imports into 3DMax and when converted to EditablePoly looks like it is a single element. Does it help ?


perfect, worked correctly

comes the next problem:

how should I map this object to use procedural textures in: substance designer?
Could you answer this topic for me?

I have no experience with substance designer, but there a few things you can try:

  1. Use some of the built-in mapping in Rhino before exporting the mesh to 3ds or obj - the mesh will remember its mapping coordinates on export (use predefined box, spherical, planar, unwrapuv etc.)
  2. or you can do the same thing in MAX before using Substance Designer?

In general Rhino surfaces and solids by default have their render mesh use the surface UV parameters as mapping coordinates, that’s why without assigning custom mapping you will see long, skinny coordinates on fillets of your shape etc.
Take a look at Rhino Help or Max Help for mapping details.

when we convert a rhino object into meshes, the meshes become disorganized

is there a way to convert the object made in rhino to a more organized mesh?
how do meshes created in max?
in order to be able to map and texturize with ease at max?