How to Use our Bitmap Materials in 3DS Max
3DS MAX is an autodesk program for modelling that is widely used in the industry today.
Materials can be created inside of it.
Selecting and Creating the Initial Material:
Open your material editor from the toolbar or use the hotkey 'M'. If you are in slate material editor, you can easily switch to compact mode (as seen) by going to Modes > Compact Material Editor. Change the base material from Standard to Physical Material.
Assigning the Base Color Map:
Select the Base color and then the bitmap needed.
Assigning the Roughness Map:
Select the Roughness and then the bitmap needed.
Note: The roughness will need to be inverted.
Assigning the Metallic Map:
Select the Metallic and then the bitmap needed.
Assigning the Normal Map:
Select the Normal and then the bitmap needed.
Assigning the Height Map:
Select the Height and then the bitmap needed.
The newly created material can be applied to your mesh at this point: