Hello everyone,
Can anybody please explain me what is going on here? It seems like Max is destroying MoI's normals immediately after I modify the geo or even place a simple edit poly modifier on top. Does this mean it's not possible to modify/continue the work I started in MoI, later in Max or I am doing something wrong here? It would be very disappointing to know that this workflow has a major flaw like this.
Object was exported from MoI with Ngons checked as an FBX and imported to Max with Smoothing Groups unchecked.
I have attached original FBX file, too.
Wireframe:
Object straight after import (not modified):
Object after applying an edit poly modifier:
Object with modified geo (added cut):
Any ideas how to avoid this or fix this?
Any tips & tricks appreciated! Thanks.
Replies
What do you mean by "not properly converted to polygon geo"? You mean that they are ngons?
Okay I've exported another version with only quads + triangles (file attached), and after applying edit poly normals break anyways.
And even if it didn't break, ngon geo would be alot easier to alter/modify than this triangulated mess.
The thing is, I hear people modeling stuff in MoI and then exporting to another software all the time, to either render it or work on it further. If it's only for rendering then there's no problem, but as as soon as you try to modify geo, it all falls apart.
So basically my question is - do all these people export with quads + tris ONLY (which means it becomes a headache to further work on it), or no one is actually modifying their geo in Max, and they export only for rendering.
Or am I missing something here?
And two other methods sounds complicated and with their own limitations as well.
To me it sounds like there's still no way of modifying CAD models in Max hassle free.