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Max -> Maya triangulation

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ScoobyDoofus polycounter lvl 19
For the last few years, I've been able to model in max, and send my stuff to Maya (via send to maya function) and keep my mesh in quads.
In 2016 it worked natively, with no workarounds. In 2015, I found that if I dropped an edit poly modifier on the stack (and didnt collapse it) before sending to maya, it send a quadded mesh.

Now, no matter what I do, in 2017, its triangulating my meshes again. Any help/suggestions?

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