When you are satisfied with you model, the next step it exporting it into 3DS Max. Make sure all of the geometry is properly named in the outliner before doing this and that there are no extra groups. If there are, delete the history again and empty and delete the groups. In order to transfer the file into 3DS Max you need to export it as a .fbx file. To do this go to Window -> Settings/Preferences -> Plug-In Manager. Check both boxes next to fbxmaya.mll. The Loaded box means it will load that plugin right after you click it. The Auto Load box means that plugin will load every time you start up Maya.

Next go to File -> Export All and export the model as a .fbx file.

In the next window that pops up leave the default settings and click Export.

Importing into 3DS Max

Next open up 3DS Max. Go to File -> Import and navigate to the .fbx file you just exported from Maya. The girl should appear on the screen.

3DS Max has the same shortcut keys for scaling, rotating, moving, and zooming but for moving the camera around use the middle mouse button and for rotating the camera use Alt + middle mouse button. To select multiple things you can drag a box around them or use Ctrl + click. To unselect things use Alt + click. To undo press Ctrl+z.

Giving Material

First you need to give her a material in 3DS Max. Even though her texture appears in 3DS Max, if she does not have a material assigned to her in 3DS Max it will not appear in Alice. To do this open up the material editor by clicking on the icon or pressing m.

Then click on the first empty material which will be the last one on the second row. Click on the button in the middle that says Arch & Design (mi) and change it to Standard. Change it from Blinn to Phong in the pull down menu and then click on the Maps option in the gray box. The Maps box should extend.

Click on the box next to Diffuse Color that says None and click on Bitmap. Then navigate to the girl’s texture. Set the Size to be 1.0 for both the Width and the Height.

Next select the entire model and click on the Assign Material To Selection box in the Material Editor, . Next click on the Show Standard Map in Viewport button to see the material on the model .