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_Shimmer's Avatar
Old (#1)
does sopmebody know how to quadrangulate in max 7. Turning tris into quads? i got a model exported from XSI, while the head was made in max attached in XSI then exported from XSI, now the body is triangulated the head in quads, VERY strange.
However does somebody know how to turn tris into quads in max?
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Toomas's Avatar
Old (#2)
You sure you converted it into editable poly?
And i would remove the unneeded edges by hand (loop and ring tools come in handy :P )
Offline , dedicated polycounter, 1,373 Posts, Join Date Oct 2004, Location Tallinn, Estonia  
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MoP's Avatar
Old (#3)
Loop and ring selection tools won't work if the mesh is triangulated...?

Alas I don't know of a tool to do this in Max. I know Maya has one, hmm. There must be a way to do it in Max! I haven't found one yet though, and I've looked for one myself from time to time...
Offline , MoP, 11,603 Posts, Join Date Oct 2004, Location London, UK  
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Husch's Avatar
Old (#4)
Well, which file format do you use to export from XSI? You can try to export .fbx or .obj and after import in Max the mesh should keep quads instead of tris. It works at least when I export .fbx or .obj from Maya into Max.
Offline , spline, 106 Posts, Join Date Oct 2004,  
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monster's Avatar
Old (#5)
This is they way I end up doing it. Works most of the time.

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_Shimmer's Avatar
Old (#6)
wow, monster thanks alot. Was the stuff i was looking for. I need to make some optimizations but hey its it. thanks
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MoP's Avatar
Old (#7)
Indeed, thanks. I remember learning about this a looong time ago, but never needed to use it, so it had totally flown my mind!
Offline , MoP, 11,603 Posts, Join Date Oct 2004, Location London, UK  
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RageUnleashed's Avatar
Old (#8)
Thanks monster, but theres gotta be a way to set it so the surfaces are always quads when you create the object, at least, thats what tutorials show but don't explain.
Offline , triangle, 325 Posts, Join Date Nov 2004, Location Washington State  
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monster's Avatar
Old (#9)
Rage: If you create a primitive and convert it to Edit_Poly then it WILL be quads/polies. For the Sphere in my example I had to manually triangulate it to show Shimmer an example of how I go about quadrangulating a model.
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RageUnleashed's Avatar
Old (#10)
D'oh, yea spoke too soon, monster is right.
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usagi's Avatar
Old (#11)
i have a similar problem but it just seemed to happen on its own. that sort of thing happens a lot to me
is there any other way to get the same effect as monster's method? it seems to quadrangulate (great word btw [img]/images/graemlins/grin.gif[/img] ) some but not all of the triangles, other than going in and cutting/welding? i dont wanna fuck up my uv's
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Offline , spline, 146 Posts, Join Date Nov 2004, Location Toronto  
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MoP's Avatar
Old (#12)
Usagi: Well, convert your mesh to Editable Poly, then press Backspace when you have any edge selected that you want to remove (like an edge turning a quad into 2 triangles). The edge will disappear, leaving the geometry and UV's intact.
Backspace is the default key for Remove Edge.
The "Delete" key also removes edges but I believe it will delete the faces surrounding the selected edge too, so don't hit that. Unless my memory is faulty, then I've got these 2 keys the wrong way round. [img]/images/graemlins/smile.gif[/img]
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usagi's Avatar
Old (#13)
sweet, thanks MoP
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