Here's a gif to explain it all.
I saw the texture snapping at first, so I triangulated it and saw what was happening. Any ideas?Is this going to be a problem if I export it as an fbx for unity?
In 3ds Max the Editable Poly modifier will triangulate polygons dynamically, usually trying to shift internal edges to the shortest distance between vertices.
This looks like exactly what is occurring here.
On export though, this dynamic surfacing system is lost, so you only get the triangulation that occurred in the bind pose (the mesh you had when you first assigned your bone weights).
In 3ds Max the Editable Poly modifier will triangulate polygons dynamically, usually trying to shift internal edges to the shortest distance between vertices.
This looks like exactly what is occurring here.
On export though, this dynamic surfacing system is lost, so you only get the triangulation that occurred in the bind pose (the mesh you had when you first assigned your bone weights).
Okay cheers Eric, this is done in Maya fyi. But as long as the artifacts don't occur in the Unity engine, it's not a problem.
Replies
In 3ds Max the Editable Poly modifier will triangulate polygons dynamically, usually trying to shift internal edges to the shortest distance between vertices.
This looks like exactly what is occurring here.
On export though, this dynamic surfacing system is lost, so you only get the triangulation that occurred in the bind pose (the mesh you had when you first assigned your bone weights).
Okay cheers Eric, this is done in Maya fyi. But as long as the artifacts don't occur in the Unity engine, it's not a problem.