Name your materials
The editor imports the names of the materials attached to your object(s). Label materials logically (in 3ds Max or Maya) to avoid confusion later.
Material Paths
All material resource paths must be valid for automatic texture import to work.
Tip: Using relative paths is the safest way to ensure that if you move your project folder, your materials remain connected.
Center Your Object to World
The centerpoint of the world in 3ds Max or Maya becomes the center point for your object after you import it into 3ds Max Interactive. Generally, you want to center your objects to allow for easy placement in your 3ds Max Interactive scenes.
Center Pivot
Unless you have a special need for the pivot to be off center, make sure you have centered your pivot to the world.
Delete non-essentials
This includes any non-essential geometry, bones, cameras, lights and so on. When exporting your model, include only the object(s) required.
Freeze Transformations (Maya) or Reset X Form (3ds Max)
Freeze transformations or Delete x-form before exporting static objects.
Delete history
Delete your history prior to export. (Delete All History in Maya.)
Remove Parents
Remove any non-critical parent-child relationships. If you need to keep some, ensure they are properly named to avoid confusion later.