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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:

  1. 3D Studio Max -> ASCII FBX export
  2. Parse FBX and extract bump/reflection/etc textures
  3. Set up a custom HLGS shader and pass the relevant parameters to it

Is this the correct way to do it?

Other questions:

  • 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?
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