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AXE
02-18-2003, 01:38 PM
Hey guys,

the character artist I work with is using another 3D package (I use 3ds max), so when I come to texture his models they are in .3DS format, and every polygon is divided in TRI, like shown in the picture.

Is there any way or direct procedure to transform couples of TRIs into QUADs? Or should I have to MANUALLY remove the undesired edges?? (please, tell me I don't have to...please! :scream: )

thx,

AXE

gaggle
02-18-2003, 02:34 PM
I'm sorry I don't know the function in MAX that handles tri-to-quad conversion. I just wanted to say that if the other app supports exporting to .obj format, you might have luck importing quads.

I'm exporting objects from MAX in .obj to be imported into Maya, and it supports quads. I'm merly assuming it works the same way going from "program x" to MAX.

Just a thought.

AXE
02-18-2003, 02:43 PM
hey Gaggle, thx for the tip, it's very useful (I did not know that .OBJ supports quads). I guess the other app (Cinema 4D...:rolleyes: ) does support .OBJ, so I'll try that way.

thx again,

AXE

Matt-Clark
02-18-2003, 10:09 PM
Select all the edges and scroll to the bottom of the edge rollout and you'll see "auto edge". Adjust the threshold value to get the best results, but you may still have to clean up some by hand.

erilaz
02-18-2003, 10:43 PM
Incidently, Tri to quad conversion is called Triquamorphing. :D

AXE
02-19-2003, 08:05 AM
tnx Matt Clark; it does not completely solve the problem, but it really helps reducing the tweaking :thumbsup:

ERILAZ: err...Triqua-what?? :surprised

AXE

ian_foster
03-17-2003, 08:05 AM
You might want to give Right Hemisphere's Deep Exploration a try.
It's a very capable model exporter and will give you great results when going from format to format. Especially keeping polys in their native state (ie as quads).

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