> For the complete documentation index, see [llms.txt](https://crowpocalypse.gitbook.io/making-custom-models-for-persona-5/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://crowpocalypse.gitbook.io/making-custom-models-for-persona-5/prepping-custom-model-part-1.md).

# Prepping Custom Model: Part 1

## **Importing and Textures**

1. Make sure to have your Default layer selected now (to know it's selected, make sure the 3 stacked squares next to the layer name are highlighted). You are now going to import your new model onto this layer. File > Import > Import...\
   \
   ![](https://i.imgur.com/a51j53e.png)\
   \
   From here, you can bring in your new model, this is assuming that your model is saved as a compatible format for 3DS Max, like .fbx, .dae, .obj, or another Max file.\
   \
   For my Imported model, I made a new layer for his mesh, didn't make one for the bones since they will be removed soon.<br>
2. Your model is most likely going to come into Max not lined up with Joker at all. That is fine, but before we deal with that, we're going to want to make sure the new model's textures are in a format that GFD Studio can read (if not, you will get an error when trying to bring this model into GFD Studio).\
   Press "m" to open up the materials window. It's probably blank. No worries. Select all meshes of your new model on the main 3DS Max window and then go back to the materials window with all of them selected. Material > Get from Selected\
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   ![](https://i.imgur.com/J0fEKC3.png)\
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   You will now see textures tied to materials. Here is an example for how it looks for my textures and materials:\
   \
   ![](https://i.imgur.com/5MVn0RZ.png)\
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   The red/blue split on the (standard) materials mean that it is displayed in the viewport. If it isn't displayed as such, then double click on it to highlight the material and then go to the checkered circle with a black/white border and click it.\
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   ![](https://i.imgur.com/CjRYyO1.png)\
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   Double click on the green area of the textures to open it up in a menu on the right. Check the file in the Bitmap Parameters tab and check if your bitmap (texture) file ends with a .dds or .png. The texture file MUST be one of those two file types or GFD Studio will give you an error when importing the model. Use your favorite image editing software to save these as a .dds or .png. I recommend .png because it is easier and GFD Studio will convert .pngs to .dds.\
   \
   ![](https://i.imgur.com/FMiUP89.png)\
   \
   To replace the old texture, click on the Bitmap field and a pop up will show up asking you to navigate it to the new texture to use. Select it and the texture will be replaced. Rinse and repeat until all textures you plan to use are a file type GFD Studio can read.\
   \
   \&#xNAN;***By the way, have you been saving? Good.***


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