The (almost) guaranteed way to export exactly what you see in the viewport is to export an editable mesh rather than editable poly. you can use a turn to mesh modifier or snapshots to do that non-destructively.
Can I add something to this - I've never had any luck with ever exporting an object into FBX without it triangulating. There are tonnes of info on how to do it, but ten or so years later and still no luck. 'Turn To Poly' 'Turn To Mesh', adding an 'Editable Poly' modifier, it looks like the original object has properties…
no it isn't USD was developed to solve a long list of problems but weird triangulation when importing into painter isn't one of them. The primary reason was to provide a framework for assembling large scenes out of lots of smaller ones in a nice neat hierarchy that can be easily queried and manipulated. violet2 is probably…
It looks like you haven't tried all the suggestions in that thread, because "Preserve edge orientation" is still enabled. See the one reply in Spanish, and their screenshot attachment. Might solve it! Also, what does your modifier stack look like?
techincally preserve edge orientation will still be quads(or ngons or whatever) and not collapsed to tri in the fbx, but it's only valid if you reimport it to max. Most other applications make up triangulation based on who knows what, so what they seem to do is instead of applying their arbitrary triangulation method…
An update to this: Thank you so much for all your responses. After countless trials and errors, these are the export settings that work for me. I'm exporting an Editable Poly as .fbx 2020 with these settings, and it never triangulates now. If I change the FBX version, it sometimes works and sometimes doesn't. If I change…
I did notice something while working in Painter today, my mesh is made up of quads and no triangles. Apart from the interior (which are both quads in Max):No changing of settings, modifiers, FBX version alters the state - even though this is the -first- time I've ever had quads in Painter. Stranger still, MERGING the…
oh yea, and the size of fbx's is no fun i was testing things and got a 45 gb file that nothing seemed to open so yea, we be screwed if this is the only way to retain say the naming of objects in one program to export it to another... if only obj was cool again. i had blender beta 3.5 install and it did the fbx alright…
A few more screenshots of methods that have not worked for me:A single, flat polygon that was detached from the above mesh, with 'Turn To Poly' modifier (and Limit Poly Size to 4): And adding 'Edit Poly' to an already Editable Poly mesh: Both resulted in triangulated in Painter/FBX viewer: I would like to get to the bottom…