3D Studio Max Models and Shaders to XNA
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](http://create.msdn.com/en-US/education/catalog/sample/normal_mapping) 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 -> ASSCII 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?

3D Studio Max Models and Shaders to XNA
===

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](http://create.msdn.com/en-US/education/catalog/sample/normal_mapping) 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 -> ASSCII 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?
