Hey all,
After editing some topology in 3DS Max 2012 using the GoZ function I take it back into ZB but in the process many of my carefully laid out quads have now been cut in half to make triangles. I have tried adjusting the Dist. but can’t stop GoZ from messing things up.
Can anyone give me an idea of how to absolutely stop GoZ from altering my quads at all?
I could take the model back into Max and remove all of the unwanted edges but this would take forever, there must be a better way.
Thanks for any help.