So I want a render of my model with it's wire frame, but I can't seem to get quads. All I get is a triangulated mess. It is some how possible and some help would be real damn nice.
Make sure there are no n-gons in your mesh. If you're using 3ds Max, apply a Turn to Poly modifier to your mesh with Limit Polygon Size set to 4, collapse and re-export.
If the FBX exporter finds n-gons in a mesh it will automatically triangulate the mesh (might behave the same in other 3D applications).
Make sure there are no n-gons in your mesh. If you're using 3ds Max, apply a Turn to Poly modifier to your mesh with Limit Polygon Size set to 4, collapse and re-export.
If the FBX exporter finds n-gons in a mesh it will automatically triangulate the mesh (might behave the same in other 3D applications).
NGons were not the issue, I use Maya but I quadrangulated the mesh in there and re imported and it worked. Cheers dude.
So I want a render of my model with it's wire frame, but I can't seem to get quads. All I get is a triangulated mess. It is some how possible and some help would be real damn nice.
to visualize it in the marmoset editing scene, the model will look like triangles, although you export it in quads from your 3d program, however, when you export to the marmoset visualizer, the model will be back in quads, like you I exported it from the beginning. Greetings.
Make sure there are no n-gons in your mesh. If you're using 3ds Max, apply a Turn to Poly modifier to your mesh with Limit Polygon Size set to 4, collapse and re-export.
If the FBX exporter finds n-gons in a mesh it will automatically triangulate the mesh (might behave the same in other 3D applications).
maybe your advice didn't work for OP, but it surely worked for me! kudos to you my friend.
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If the FBX exporter finds n-gons in a mesh it will automatically triangulate the mesh (might behave the same in other 3D applications).
maybe your advice didn't work for OP, but it surely worked for me! kudos to you my friend.