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…
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 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…
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…
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…
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…