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Max to Maya - Topology Mod

polycounter lvl 17
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bugo polycounter lvl 17
I think some has experienced this annoying thing that when trying to come with a quad mesh from Max to Maya or viceversa normal map sometimes doesnt get a good shading. When trying to bring a mesh baked in Max and viewed in Maya I realized that you can set in you mesh settings that you can achieve better results when checking "AllowTopologyMod" - QuadSplit = Right. Seems now that I have the same character as in Max. But, I would like to know if I bake the thing using Maya with QuadSplit = Right, will the mesh be viewed alright in Max later?

Thanks in advance.
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