I exported a mesh from UE4 and imported it into Maya 2018, however, is there a way to convert triangulation to quad? (I'm avoiding doing it manually because its annoyingly time consuming)
depending on how clean the original topology is it can give nice results. sometimes best to split up the geometry and isolate areas that don't quadrangulate nicely and weld back together in the end.
at any rate i hope you are aware that by removing triangulation you will also affect the vertex normals. if your mesh has a normal map baked for that original triangulation assigned it will create a mismatch and can lead to visible shading errors.
I use Modo, but maybe Maya has something similar. It has a useful edge selection tool called diagonal which selects the diagonals you need to remove to go back to a quads mesh. It's not perfect but it does a good 80% of the job, the selection needs to be adjusted by hand.
Quite often edges get broken and separated when exporting out of Unreal, usually along UV seams and hard edges. If you weld everything it should allow you to use quadrangulate.
Quite often edges get broken and separated when exporting out of Unreal, usually along UV seams and hard edges. If you weld everything it should allow you to use quadrangulate.
Yep that was it, I had to weld everything manually, still the best and most solid approach instead of automated.
Replies
depending on how clean the original topology is it can give nice results. sometimes best to split up the geometry and isolate areas that don't quadrangulate nicely and weld back together in the end.
at any rate i hope you are aware that by removing triangulation you will also affect the vertex normals. if your mesh has a normal map baked for that original triangulation assigned it will create a mismatch and can lead to visible shading errors.
Quite often edges get broken and separated when exporting out of Unreal, usually along UV seams and hard edges. If you weld everything it should allow you to use quadrangulate.
Thanks anw mate