Knowledge Base
Frequently asked questions about 3ds Max to Unity conversion
This FAQ is written for teams who manage real projects with deadlines, client reviews, and changing requirements.
The answers below focus on production realities: what to prepare, what to expect from conversion, and how to avoid predictable bottlenecks.
What should be inside the source ZIP before upload?
Include the main 3ds Max scene and all linked dependencies required to reconstruct visual logic.
Missing textures or scattered asset paths are the most common reason projects lose time during conversion and review.
How do we keep visual intent from offline renders?
Prioritize perception, not literal renderer parity.
Preserve hero materials, major lighting contrast, and key viewpoints that support design decisions.
The objective is continuity of design communication in realtime.
Can we deliver multiple targets from one converted scene?
Yes. The same conversion flow can support WebGL browser demos, VR walkthroughs, Android APK packages, and Windows EXE outputs.
This makes stakeholder communication much faster across remote calls, office meetings, and on-site presentations.
When should we choose WebGL versus VR?
Choose WebGL when speed of access is critical and you need instant link-based sharing.
Choose VR when spatial understanding and immersion are central to approval, such as premium interiors or complex circulation spaces.
Where can we see practical examples of each workflow?
Use WebGL from 3ds Max for browser delivery,
Unity VR build for immersive presentation,
HDRP workflow for production quality structure,
and Corona to Unity for material conversion specifics.