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Converting to editable poly turns out strange after importing from roadkill (in max)

Sorry for the weird topic title but I couldn't find any better way to describe it (which may be the cause I didn't find anyone with the same problem before).

So it is my first time at a 3D character and I've unwrapped it in roadkill but when I import it back in max it imports as an editable mesh. (also it is scaled down A LOT).

But when I convert it to an editable poly it turns out like this.
This also happens when I attach it to a simply editable poly box object or if I try to reset XForm.

1zzg96o.jpg

Anyone knows how this comes or how to prevent this ?

Replies

  • Mark Dygert
    Have you tried using the "turn to poly" modifier, be sure to check on "keep polygons convex" I've seen it fix problems like that. Also what happens if you apply Edit Poly the modifier instead of converting? Probably the same thing once you collapse?
  • TomDeVis
    The 'turn to poly' modifier gave the same result, with and without 'keep polygons convex' but the edit poly modifier did the trick.
    I just didn't think about that one.

    Thanks a lot for the quick reply.

    -Tom.

    EDIT: Even if you add the 'edit poly' modifier and then you convert to editable poly it doesn't give that error any more.
  • amoeba
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    amoeba polycounter lvl 14
    Awesome, thanks. I've been looking for a solution for months, can't believe I never tried adding an edit poly modifier rather than convert the whole object.

    When I got lucky, only small parts of the model would get messed up. What I did then was to break off each messed up face in the "edit uvw's" editor and rotate them back to the way they should be and then weld every vertex back together, very annoying.

    I assumed it had something to do with incorrect vertex order, a problem I occasionally run into when exporting stuff between zbrush and max.
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