ZBrushCentral

Why double polycount when importing in max?

Hello,
while importing objs modeled in Zbrush to 3dsMax I always get the double number of polygons in Max as in Zbrush.
Does anyone know why, and how can I import my models 1:1 in Max, instead of 1:2, concerning the polycount?

Juan

Odds are that your models are being converted from quads to triangles. Every quad in ZBrush gets split diagonally to become two triangles. Presto! Twice the polygons.

It may be a setting in ZBrush that’s doing it. There’s one in the Tool>Export menu that can be set to do this. But that setting isn’t a default, so it’s more likely that your import settings in Max are causing it.

Thank you for the quick answer Aurick!
My exportoptions in ZBrush are the default ones. Quads is activated. The importobj dialog in Max doesn’t offer any choice between “quads” and “tris”.
I’m afraid the problem remains unsolved.

it’s my understanding that usually when you import an OBJ into max it imports as an editable mesh rather than an editable poly object. editable mesh splits the polys into tris, so that could be doing it. you could try to convert the editable mesh to editable poly and that may work but depending on how dense your mesh is, it could take a while. i’m not sure if you can adjust the import settings to always import editable poly, but that could be something to look into.

hope that helps.
sulz.

Thank you very much sulz; most probably you are right with the double polygon count because of the editmesh-modifier. I had already tried to convert it to editpoly, but the polycount is still the double of the mesh in ZBrush.
I wonder if all MaxUsers have also this isue but don’t bother about it. Since I’m still working in a 32 bit-Environment it makes a problem when Max-Crashes because of low-Memory, for instance, when I apply a multires-modifier to a 400.000-polygon-mesh.

I must correct myself. The polycount is the same as in ZBrush when I convert to editpoly.
Thank you
Juan

you’re welcome, man. have fun!

:cool: