Painter is weird for triangulating. It's not a max or FBX thing really. Export the default cube from blender, maya or max and you'll probably have just one face thats triangulated. Work that one out :#
I cannot figure out how to export my mesh without it triangulating. I export as an .fbx with triangualtion turned off. I've tried different versions of FBX as well. Also tried without preserving edge orientation. I import into multiple other softwares to test and it always triangulates. Feel like I've tried everything,…
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…
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…
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…
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…