I think in 3dsMax you are perfectly able to turn the invisible edges, and 3dsMax will respect those changes when triangulating the mesh on export. It is true, though, that 3dsMax sets those invisible edges randomly when the quad is created. So yeah, you can manually triangulate the quad as you wish, or turn the invisible…
If you want to make sure there aren't any kind of problems, I would triangulate the mesh when baking and when exporting the mesh to the engine. The problem is that if you have quads, when exporting or importing in the engine, these quads will have to be triangulated. It's possible that this triangulation is randomly made,…
that is true. max doesn't have such an issue. it might become like so after you apply symmetry and vertexes are welded and that only in a few places at the welded area. But after you turn it the way you like, it will always stay like so. i haven't systematically traced what causes it in some places and not in others but i…