unless you have locked normals you shouldnt have issues with turn to poly. try adding an edit normals modifier prior to your turn to poly to see if you have edited/locked normals
but it gets hard triangulated on export? which would be okay as long as FBX is reliable and doesn't break anything. the upside of doing it via modifier is that it is based on the internal triangulation, which you can control in Max as opposed to Maya for instance. That being said, on import side you can only tell it to…
Is that the same code used for the turn to mesh modifier? I think Neox is referring to the fact you don't explicitly force 3 sided faces by just converting to mesh from the right click - which can and does lead to edges being turned when imported into various apps and leaves you with busted normal maps.
from the topoly.cpp // Luna task 747 // We cannot support specified normals in Convert to Poly at this time. mm.ClearSpecifiedNormals(); though tomesh.cpp // Indicate that we support the user-specified normals in this conversion. MeshNormalSpec *pNorm = m.GetSpecifiedNormals (); if (pNorm != NULL) pNorm->SetFlag…
Hello, so from my minimum noob understanding I supposedly have triangulate the model before baking it, otherwise the game engine might triangulate it in ways I wouldn't want it to. However when I use the "turn to poly" modifier in 3dmax to triangulate the mesh it completely messes up my smooth groups, consequently messing…
The difference is, the turn to poly or turn to mesh modifiers do this in stack, non destructively. If you convert to edit mesh and turn everything visible. it is locked in, can not be undone, unless you keep a copy before that change somewhere. Also fbx export does no triangulate the same way internal triangulation works…