Looks like your mesh is triangulated. Make sure you have modelled it in quads, and make sure your settings on the OBJ exporter in Max are set to "quads" or "polygons", but not "triangles".
I tried making an backpack item for Meepo but found that i couldn't really make the item fit within the 800 polygon limit. Any suggestions on how to amend this issue.
Mudbox is shite for texturing low poly models. It likes high res stuff and hates long thin polygons in the model. Looking for a replacement to mudbox due to no faith in that package improving.
Maybe isolate the visibility of a small patch of polygons near the intersection, increase the visibilty size until it covers the full area that is overlapped, and then mask and unhide the rest, or polygroup it and mask that way.
This dropdown in the menu is at All Objects by default, I was able to get this by setting it to Polygons. But toggling with F8 resets it back to Objects, so I'm not sure what you've managed here.
It runs not so smooth, the brush feels weird, but sure was fun. When you have a really long stroke the lines can break, like it doesn't have enough polygons.
Have you verified that this surface is actually flat? It may be that there isn't anything wrong with the normals/shading, just that the geometry got a bit wonky when converting from cad to polygons.
Experimenting with drawing zSketch on polygon meshes, and having fun with radial symmetry. I think I've found a great way to make jewelry. Forgot to record a video this time though. :<