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triangulation in .obj files

i have the following little problem here:
doing some basic boxmodelling in MAX and converting it to .obj for use in ZB3.1 i find triangles where i made extrusions in MAX.
i have also used the import options , without success.
the problem is that the texturation in PM gets distorted.
does anyone…?

edit: after i sent my question i noticed several posts with the same problem situated in the lower part of the window. but maybe some new advices come up -

I’m no max user, really, used it only a little, but have you made sure while exporting the obj to export quads? I remember max having this choice option and that it exported tris by default… just what came to my head [but it might as well be something else]

yes, this option exists in the .obj dialog, and i chose it, but…

You may also have 5 or 6 pointed polys in your original mesh (maybe not). Plus… I’m not sure how extrusion in max works exactly (I have used it before) but, Zb converts non-standard geometry to quads and tris. This may be what it’s doing to you. Have you tried the quadrangulate plugin for max? It works quite well. Maybe I’ve misunderstood your problem altogether.

lumin8: Have you tried the quadrangulate plugin for max? It works quite well.

seems interesting? how and where can i get that one?

i hope someone gives me an idea. it is an important problem and extremely limiting

Sorry it took so long. Here’s the link for the quadrangulate plugin.

http://www.scriptspot.com/3ds-max/quadrangulate

great! thanks for the link!
but the problem is the triangulation of a clean max mesh while converting to texture in zb. i can’t avoid these distortions.
only way out so far is to use other methods than extrusion when i build my model.

Post a pic, maybe of what it’s doing. (screenshot Max and Zb) I may be a little unclear on what you’re saying. When you say “clean” mesh… does that mean you have all quads in max, and then when you apply texture in Zb they go to triangles? If that’s the case, I have never had that particular problem and can’t really be sure why Zbrush would convert your quads to tris in texturing. Perhaps, you’re talking more about distortions that happen when UVs get stretched.

Also, not sure if this is relevant, but sometimes quads can resemble tris. Especially, if you’ve got three points that are parallel to one another and one point at the top (or bottom… Side anyone?). If they also intersect in such a way that interferes with how the other ones flow, …these can sometimes be just as nasty as tris when subdividing. I have had several “pimpled/dimpled” meshes in the past due to this fact. Fortunately I know how to get rid of them (besides a good retopo)

Well, hope you figure it out soon. Adios, for now.

Lumin8

hi, lumin8, and thanks for your help.
i post here a pic of and imported .obj file in zb. you’ll see the triangulation in the top part that comes from the extrusion of the top hut - it wasn’t there in max
when i (photoref) texture it and export it to max, the texture will show a distortion on this part.
there’s no way to work it over in max, no refining and then welding -
the only way i found is to make different meshes in max and combine them (soory, i know the terms only from my spanish app.) or attach them in zb.
it’s annoying tho

Attachments

Dibujo.JPG