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Can't get a clean symmetry export from 3ds MAx (obj format)

 
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nsxreload



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Joined: 03 May 2011

PostPosted: Tue May 03, 2011 2:50 pm    Post subject: Can't get a clean symmetry export from 3ds MAx (obj format) Reply with quote

I'm having an issue where when I export a mesh from 3ds Max in OBJ format, one that's known to be perfectly symmetric (mirror and weld technique), the result that is not symmetric in UV Layout.

It looks like the some faces are retriangulated or something (so an edge is turned) and breaks symmetry.

Anyone know how to deal with that?

David
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headus
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Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Tue May 03, 2011 4:46 pm    Post subject: Reply with quote

A Max expert will hopefully answer this one, but I though I'd add my 5c worth ...

UVLayout has a limit of 255 sides per polygon before it triangulates the imported geometry. If your unsymmetrical polys have less than that, then its the OBJ exporter from Max thats doing the triangulation.

Maybe the Max plugin helps with this?

http://www.headus.com/phpbb/viewtopic.php?t=402

Phil
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nsxreload



Posts: 2
Joined: 03 May 2011

PostPosted: Tue May 03, 2011 5:00 pm    Post subject: Reply with quote

Actually I figured it out... took awhile. The issue is that in Max, if you have ngons you have a choice to export them as tris, quads or polys.

If you export as quads, for example, it will take your ngon and split it up where needed. And naturally not consistently on the left vs. right side of the model. Hence the break in symetry.

The answer is to export as polys.

Or better yet, model with tris/polys only. Which seems a better answer anyway since that gives you better cross-application consistency. Zbrush ain't too fond of the >quad thing either.

David
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