Having a problem triangulating a high res mesh in Maya. It triangulates the smoothed mesh (seemingly), but when I run a check for n-gons, faces are highlighted that are CLEARLY triangulated. I delete history and export .obj, only to get (n-gon) errors when trying to bake. Strange... Anybody seen this before?
Oh yeah, I just signed up for Dropbox too :poly136: http://dl.dropbox.com/u/8508552/StockButtGripHIGH.obj Give that a look. I smooth it with 2 divisions, then triangulate, and check for ngons. I'm curious to find out if you can replicate the same error.
I checked it, and everything is looking fine. I've tried all kinds of things, like deleting the offending faces, merging the surrounding verts, and re-drawing the faces. Still come up as ngons. Nothing seems to work :poly127: Everything is pointing back to an error on Maya's part. Running out of options, me thinks :poly116:
Have you tried selecting all vertices (before triangulating) and using weld/merge vertices or whatever its called in maya, lowering the threshold to make sure its not effecting anything you can see, and then checking for ngons? There might be some weird vertices that are messing it up.
Try running this while the object is selected (and NOT in a component mode), it'll break all faces and re-merge them: string $curSelObj[] = `ls -sl`; PolySelectConvert 3; //verts polySplitVertex; polyMergeVertex -d 0.0001; select -cl; selectMode -o; select -r $curSelObj;
I'm leaning towards corrupt geometry right now. None of them seem to be lamina faces, and I "click-checked" vertices to be sure that two wern't overlapping (un-merged). I've also double-checked all the cleanup settings (and the low res mesh, just in case). Think I may have to export the smoothed mesh to another software to…
try pressing 3 (mesh smooth preview) and see if the subdivision is going crazy, if it is, probably there's some 2 or 3 verts on the same point of the world, try merging those verts.