Reply
Reply
 
Thread Tools Display Modes
Josh_Singh's Avatar
Old (#1)
well im working in max 7, ive got some maya models I want to bring in, but when I import them they arent quads anymore, they are tri's. Now I can go ahead and select each diagonal and make it invisible with editable mesh, BUT THAT WILL TAKE FOREVER, escpecailly since these are environments.
Has anyone faced this problem? and maybe found a quick way to tackle this?
Josh Singh 3d Artist
Joshsingh.net
My Art Dump
Offline , card carrying polycounter, 2,179 Posts, Join Date Oct 2004, Location Irvine Ca  
   Reply With Quote

CrazyButcher's Avatar
Old (#2)
used the .obj file format on later max versions (3rd party import plugin) to preserve quads, not sure if those plugins were ported to the new version...
3dsmax scripts and .fx - pixeljetstream - expressing my own opinions
Offline , dedicated polycounter, 1,346 Posts, Join Date Nov 2004, Location Germany Send a message via ICQ to CrazyButcher  
   Reply With Quote

FatAssasin's Avatar
Old (#3)
What file format are you using to transfer the file? Like Mr. Butcher said, .obj files should preserve the quads. I've gone from Max to Maya that way with no problems.
Offline , polycounter, 813 Posts, Join Date Oct 2004, Location Kirkland, WA  
   Reply With Quote

Josh_Singh's Avatar
Old (#4)
well going deeper, I found that these models were brought to maya from max, so that's where they got turned to tri's. now Im bringing them back to max as .obj's and they are all tri'd out.
any suggestions?
Josh Singh 3d Artist
Joshsingh.net
My Art Dump
Offline , card carrying polycounter, 2,179 Posts, Join Date Oct 2004, Location Irvine Ca  
   Reply With Quote

Eric Chadwick's Avatar
Old (#5)
If there's no option in Maya to quad-ify, you could go this route in Max...
http://www.cgtalk.com/showthread.php?t=136040
Offline , Polycount.com Editor, 6,676 Posts, Join Date Oct 2004, Location Boston USA  
   Reply With Quote

FatAssasin's Avatar
Old (#6)
Yep, I was going to mention the same script. It'll probably get you 90% of the way there, but you might have to do some manual cleanup after you use it.

Another option in Max is to make sure you have an EditableMesh, not EditablePoly, and use the Auto Edge funtion. Select all the edges and click on the Auto Edge button under Surface Properties. Experiment with different numbers to hide more or fewer edges.
Offline , polycounter, 813 Posts, Join Date Oct 2004, Location Kirkland, WA  
   Reply With Quote

Jackablade's Avatar
Old (#7)
Perhaps I'm using some archaic conversion method, using Deep Explorer, but my OBJs always wind up as triangles whichever direction I'm going in. That script sounds like it could be tres handy.

I also seem to get vertices randomly unwelding themselves, but thats generally not that big an issue.
Tipping cows in fields Elysian.

Portfolio: www.jackablade.com
Offline , insane polycounter, 5,644 Posts, Join Date Oct 2004, Location Melbourne, Australia  
   Reply With Quote

MoP's Avatar
Old (#8)
Yeah, going through Deep Exploration is probably what's causing the triangulation.
As for the verts unwelding, are you using .3ds format anywhere in the process? 3DS format unwelds verts on UV seams since it only allows 1 UV vertex for every 1 "physical" vertex.
If you get those OBJ import/export scripts for Max, you won't need to use Deep Exploration at all and everything should be fine.
Offline , MoP, 11,603 Posts, Join Date Oct 2004, Location London, UK  
   Reply With Quote

FatAssasin's Avatar
Old (#9)
Get the obj2max and max2obj plugins here.
Offline , polycounter, 813 Posts, Join Date Oct 2004, Location Kirkland, WA  
   Reply With Quote

Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Copyright 1998-2012 A. Risch