StemCell: Converter for Native 3D Formats

TurboSquid releases the StemCell beta for converting native 3D formats. 3ds Max, Maya with V-Ray, as well as Unity and Unreal Engine are currently supported.
Stencell

Archive notice: This article was originally published on March 22, 2017. Links and embedded videos are preserved as part of the historical record.

With StemCell, TurboSquid has released a beta version for converting geometry, UVs and textures of native 3D formats. Currently, 3ds Max and Maya with the V-Ray renderer, as well as Unreal Engine and Unity, are supported for exchange. Anyone who then uploads their 3ds Max or Maya files to TurboSquid receives converted versions for the other supported formats. Further conversion options are planned. For a preview, you can access the page here.

Conversion Requirements

For a successful conversion, you should observe the following criteria:

  • The geometry with quads/tris and a clean edge flow.
  • UVs must be fully unwrapped for each model and contain as little distortion as possible.
  • The textures work best with specular/gloss and PBR workflows. Including procedural materials is not possible.

You can read detailed information about this in the official documentation here.

Limitations and Development

The converter focuses on simplifying workflows for frequently used 3D software and renderers. The converted data initially relates only to 3D models, UVs and textures. Accordingly, Hair & Fur, subsurface scattering, volumes, rigs, dynamics and animations are not planned at first. Support has been announced for Cinema 4D, Blender, Lumberyard and Stringray, as well as the Mentalray, Arnold and Cycles renderers.

More at www.turbosquid.com