well im working in max 7, ive got some maya models I want to bring in, but when I import them they arent quads anymore, they are tri's. Now I can go ahead and select each diagonal and make it invisible with editable mesh, BUT THAT WILL TAKE FOREVER, escpecailly since these are environments.
Has anyone faced this problem? and maybe found a quick way to tackle this?
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any suggestions?
http://www.cgtalk.com/showthread.php?t=136040
Another option in Max is to make sure you have an EditableMesh, not EditablePoly, and use the Auto Edge funtion. Select all the edges and click on the Auto Edge button under Surface Properties. Experiment with different numbers to hide more or fewer edges.
I also seem to get vertices randomly unwelding themselves, but thats generally not that big an issue.
As for the verts unwelding, are you using .3ds format anywhere in the process? 3DS format unwelds verts on UV seams since it only allows 1 UV vertex for every 1 "physical" vertex.
If you get those OBJ import/export scripts for Max, you won't need to use Deep Exploration at all and everything should be fine.