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Quad/poly model from Max to Maya ?
show user profile  Tbone08
How do I export a model with quads/polys from Max to Maya
(so far, it loads as triangles).

thanks !
read 1681 times
3/1/2009 5:47:42 PM (last edit: 3/1/2009 5:47:42 PM)
show user profile  Dejitarujin
If neither .obj nor .fbx formats can do it, there might not be a way. Technically speaking, the quads you see are really triangles, with some edges hidden.
~~~
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 1672 times
3/1/2009 6:09:20 PM (last edit: 3/1/2009 6:09:20 PM)
show user profile  Tbone08
Is it better (easier) to insist on having quads? - I mean, for texture (and rigging purposes).
read 1664 times
3/1/2009 6:38:44 PM (last edit: 3/1/2009 6:38:44 PM)
show user profile  Dejitarujin
Not really, because again, the triangles are all still there. You just can't see half of them. As I'm rigging my current model, made mostly of quads, I am often having to cut the quads and give them a visible diagonal edge because the hidden edge it automatically created is facing the wrong way (connecting the wrong two vertices). If your surface is not smoothed, you can even render the model and see the hidden edges. I think a couple modifiers will even show them in the viewport. Smoothed quads are an illusion, courtesy of the Edit Poly modifier :)

So in short, the quads don't do much, aside from (I believe) make the mesh a bit easier to look at, and see what's going on. The vertices are the same either way, so textures and rigging will be unaffected either way (except for when you specifically need an edge one way).
~~~
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 1661 times
3/1/2009 6:50:48 PM (last edit: 3/1/2009 6:52:05 PM)
show user profile  K-tonne
edges mode> 'edit edges' section of the rollout> turn

Website and Portfolio

read 1655 times
3/1/2009 6:56:36 PM (last edit: 3/1/2009 6:56:36 PM)
show user profile  mrgrotey
>>"So in short, the quads don't do much, aside from (I believe) make the mesh a bit easier to look at"

Not true, they have other purposes, for example, the Loop and Ring commands in edit poly rely on quads to work and are very useful tools. And as k'tonne said, theres no need to cut in diagonal edges, use 'turn', its much much quicker and you get to temporarily see all the tri edges too.




read 1637 times
3/2/2009 2:23:12 AM (last edit: 3/2/2009 2:23:30 AM)
show user profile  horizon
And what about meshsmooth?


read 1629 times
3/2/2009 5:02:22 AM (last edit: 3/2/2009 5:02:22 AM)
show user profile  Dejitarujin
Right! I forgot about that. Okay, so they have a few uses - but isn't it still mostly an illussion, restricted to MAX? Everything is still technically triangles, and not apt to export as quads.

And I know about edge flipping, I'm just usually working with verts anyways, and I like to see the manual modification ;) Then again, now that I know Loop and Ring rely on quads...

Wasn't there a diagonal edge removal script? I thought someone here linked me to it a while back, I know I used one...
~~~
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 1615 times
3/2/2009 6:14:22 AM (last edit: 3/2/2009 6:14:22 AM)
show user profile  mrgrotey
brilliant script...

http://www.scriptspot.com/3ds-max/detriangulator





read 1613 times
3/2/2009 6:16:56 AM (last edit: 3/2/2009 6:16:56 AM)
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