Help. Tris to quads when importing .obj into Daz
Hello :) i need some help if possible.
For some unexplained reason i cannot get rid of triangles when importing an .obj into Daz. I'm using 3Ds Max for modelling. I've tried to quadrify my model, but importing to Daz keep showing the same annoying triangles, even if i export the object as daz preset or with no preset, as quads or polys, with or without optimizing vertex/normals etc. I've tried to convert editpoly to mesh, make edges visible and quadrify again. I tried to importing as a mesh etc. Manually deleting the edges is not an option as there are so many..
I don't know if i can resolve that in Max or is an option in Daz which allows me to import the obj as polygons and not triangles. Any help would be veery appreciated as i didn't find any tutorial on youtoube to work for me :)
Thank you. And sorry for my English.
Comments
AFAIK DS doesn't triangulate your mesh on import, so that would be something to do in your original modelling app. Is there maybe an option when you export?
What happens if you reimport the model iinto Max? What format are you uisng?
@Leana indeed it's not Daz but what i'm doing in Max, but I hoped that it's a magic button in Daz that helps me get rid of triangles. I know, it's just a dream :)
@Richard i'm using Max 2021. Anyway i managed to resolve the problem, using a script - QuadRemesher that converted tris to quads :) still a new problem arise.. importing the model in Daz results in some shadows on the edge of the model. Now i know it's the smoothing groups fault and i can lower the angle in surface tab to get rid of these shadows, but i just want the model to be ok, not to mess with the angles, as any time i change the texture or apply a shader i must go back to that Angle option. Of course the problem is in my Max.. i applied turbo smooth with smoothing groups, checked the right option when imported into Daz, etc.
I know this is a modeling problem and not necessary Daz related, but maybe someone knows what should i do.
Thanks.
What format are you using to export? Have you tried a different one?
Exporting as .obj. Tried fbx but even messy. Reimporting into Max shows the shadow too, so i'm thinking it's a problem with the normals, or with 'weld vertex', or smoothing groups.
Sorry, I thought this was stilll about triangulation. That looks like bad geometry - possibly two polygons overlapping along the bottom edge where the shadow is.
Or verticies that are not welded.