ok guys, whenever i need to split a edge vertex normals change and i dont know why, so, i know that if i make triangles all over a model client will ask me to change that.
So, thing is that between max and maya hidden triangles changes. And i can´t do a thing.
Here´s an image as an example, 1st shape is hidden triangles, 2nd shape has a split edge and shading changes, ofcourse because it averages the normals.
Anyone knows what can I do to not make maya/max imports/exports to NOT change the hidden triangles positions? Because when baking a nmap it kills all shading when exporting to each other software.
http://img329.imageshack.us/my.php?image=splitpolygonco5.jpg
Replies
Since Maya always calculates it's own triangulation if there is no "visible" edge, you will never be able to make sure a quad-based mesh is the same between Max and Maya (since you can set custom "hidden edge" directions in Max, but you can't in Maya).
I think you could reach some sort of solution by using the Edit Normals modifier in Max (apply it to the quad mesh, triangulate the mesh, paste the Edit Normals modifier on top - this is just a guess, but it might work?).
Also you could use Lock Normals in Maya.
Another thing to try would be to export a triangulated version of the model, and a quadrangulated version, then use Maya's "transfer attributes" to transfer the vertex normals of the quad mesh to the triangulated mesh.
It's definitely a pretty nasty problem though. If FBX supported saving out the "hidden edges" from Max's Editable Poly objects, and Maya supported custom triangulation of quad-based meshes out of the box, then it'd all work. Until then, it's gonna be pain and workarounds.
You said true and very well. I appreciate your solutions, but sincerely, I think it´s way better trying to bake in max, or vice versa when needed. Autodesk have both in hands and doesnt make a change, that´s what it really pisses me of. Another thing is, the way that happens into maya being different from max for me it´s useless, or should i shut my mouth? Is there a reason for that? I know we can make bevels and lock normals for making nmap work better in the mesh, but is this why it has maya being different? I´m not sure why Autodesk keeps that.
It's really.... bad in maya to have to work with virtually inexistent edges.
It's one of the things that really makes Maya bad for game development, since you NEED to control triangle direction between quads (for UV seams, or for better deformation, or better surface definition), yet you also want to be able to work quickly with edge loops and edge rings. In Maya you can only do one or the other - Max can do both.
There is actually a "re-use triangles" attribute on shape nodes, but it doesn't seem to preserve your triangulation if you create an edge, flip it, then delete it again (as Max would).