Direct element 3d to materials folder

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The exception to this rule is 3ds Max Body Objects, where Datasmith bases the geometry of the Static Mesh Asset on the 3ds Max viewport mesh instead of the render mesh. That means that your Assets in Unreal will typically have exactly the same triangles as you see in 3ds Max renderings. In most cases, Datasmith uses each 3ds Max object's render mesh to create the geometry for the corresponding Static Mesh Asset in Unreal. This section describes what's special about the way Datasmith converts geometric objects from your 3ds Max scene into Static Mesh Assets and Actors in your Unreal Engine Project. To read more about other types of Datasmith workflows, see Datasmith Supported Software and File Types.

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