Hey everyone,
I exported a pistol as an .fbx file out of 3ds max and then imported it into substance painter 2. However with this particular .fbx file it always seems to import it with all the queds being triangulated even though i didn't ask to triangulate it on creating the .fbx.
SP2:
3ds max:
I worked on a helmet before this pistol without any quads turning into triangles. It just makes it a bit annoying to work with when having to use the polygon fill tool a lot.
When i import this same .fbx file back into 3ds max it's not triangulated at all, so it must be something SP2 is doing.
Any ideas?
Replies
-turn off tirgangulate
-turn of preserve edge orientation
(I dont know if substance painter supports quads or whatever, i just had the same thing with max -> maya a few days ago..)
I just tested it when turning edge orientation off aswel and it still renders out triangles.
Sorry it took so long for me to reply, i was having a holiday .
Anyway i checked out the pistol and all the modifiers had already been collapsed. To be sure i quickly made a simple object and extruded some things here and there and i had this as a result.
Pretty strange as you can see. Most of the quads have remained. However there is a single quad in this mesh that's been triangulated. Pretty weird. When i import the .fbx file back into max it does not have this problem. Both this 'box' and the pistol from before only show quads and no tris.
This isn't a major problem, but it does save some time when painting with polygon fill if quads remain quads. Do you perhaps have some other suggestions?
-Place a "Turn to poly" modifier on your mesh before exporting (No collapse needed)
-Uncheck preserve edge orientation (in the export settings dialog box)
Voilà !
If I don't add the modifier before exporting, I get a message and it won't override the existing file (nor save a new one if none exists)