Afternoon all,
I realise this is a games focused forum so probably very few Rhino users - jut wondering if there are and how you export to 3ds Max? I export as .dwg which is fine except for if I want then to go into UE4 as it triangulates all the meshes. Just wanted to know if anyone had a workflow where they get cleaner meshes out of Rhino?
Cheers
Gooner
Replies
You can export from rhino to use within max the following files:
.OBJ
.SAT
.STEP
.DWG
.DWF
However, none of these will deliver a nice quaded mesh; the best result directly from Rhino to max or from one of these file types, was to add an edit poly to the top of the stack and play around with the "max edge length option in the body object modifier. (this quads the mesh and adjusts the polycount)...
HOWEVER, this still has some issues.
The best streamlined result we've configured at work is to use Moi3D as an exporter. (http://moi3d.com/)
The Moi3D algorithm for coverting these CAD file types to generic polygon meshes is much much cleaner. We usually import to Moi3D as a DWG/STEP/SAT and re-export as a .Obj, it gives a live adjustment for polycount etc and its all usually perfect quads.
Hope that helps.
I should of added IGES to the list of file types supported; as that is also one of them. So can REVIT files be if you have downloaded the additional extension for REVIT files with your 3ds max software.
With Moi, I probably should of said that the majority of the time I get perfect quads. What I've come to conclude is that it entirely depends on how the CAD file was created. Like polygon modelling, there are some quick and dirty ways to produce a CAD file which whilst it looks ok and suits their purpose, won't be so forgiving when converted. So some clean-up may be required!
If however, you do seem to have any more problems I'm more then happy to pm, let me know if u get better results or a more improved workflow!
Cheers
Dave