I am looking for a way to import my 3D models, including materials and shaders to from 3D Studio Max to XNA.
For example, if I have a model, with diffuse, bump, reflection textures and values (in Max's Shader Basic), I want to be able to present it in real-time on the XNA framework.
It would be great if there is such a tool or engine where it can be done easily.
I am familiar with XNA's content processor, and linking to .fx shader. There is an example of how to use Normal Mapping texture shader using a custom content processor.
Technically, if there is no pre-written tool for that, I thought about doing it myself:
- 3D Studio Max -> ASCII FBX export
- Parse FBX and extract bump/reflection/etc textures
- Set up a custom HLGS shader and pass the relevant parameters to it
Is this the correct way to do it?
- How does the game industry does it?
- Are there any render engines that make this model import be easy with no need to set up custom shaders to each material feature?
- Do you know any single HLSL shader that includes similar features to 3DS Max Material Editor?