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712453 No.712453 [Reply] [Original]

FBX, Obj, DAE, X3D, ABC, PLY, STL, ...

Which export/import format do you use and why?

Does it depend on the usecase?

Let's say I want to create static and animated assets for games, some with shared, tileable materials, some with their own, dedicated maps.
Which would I use?

>> No.712467

>>712453
fbx for things with heirachies
obj otherwise
dae when im needing to pull something from sketchup

>> No.712479

>>712453
XPS
mesh/asci

>> No.712482
File: 2.93 MB, 1080x606, skidgirl_dances_for_3.webm [View same] [iqdb] [saucenao] [google]
712482

>>712453
.MAX because animation files and rigged models on max
.FBX to export animated models to substance and sketchfab
.PNG for alpha image files in game engines and some painitng models
.DDS for ultracompact textures on my 3d models (especially useful for large city scenarios)
.ZPL for Zbrush files, .ZTL for tools
.AVI for video editing format (immensely huge)
.WEBM for dancing meme posts

>> No.712535

>>712482
>.AVI for video editing format (immensely huge)
You should use mkv for the container.

>> No.712607

>>712453
I'm a filmbox crackwhore because there's nothing better for moving assets between maya and unity right now.

>> No.712620

>>712482
But why not .obj or .dae instead of .fbx?
Do you have a reason?

>> No.712625

>>712620
Different person.
OBJ can't save materials, skinned meshes or animations and sometimes causes errors.