Using a 3DS Max file in Maya - a better way than .FBX?

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  12 December 2012
Using a 3DS Max file in Maya - a better way than .FBX?

Hi folks,

I have a character model made in Max 2013, and I want to use it going forward in Maya 2013. Is there a better file format than .FBX? Anything that doesn't convert quads into tris.

I've looked around but couldn't find any other format or way of getting the model in Maya with the mesh fully intact (without tri's).

Any help on this would be greatly appreciated.

Thanks!

Alecco
 
  12 December 2012
You tried OBJ? Should keep quad faces.
 
  12 December 2012
If it's just a static geometry, you could try GoZ and use Zbrush as a bridge. You'll be surprised.
 
  12 December 2012
There's a bit of a trick to getting quads out of max and into maya through fbx.

In max, collapse stack on all of the geometry you plan to export. Then add an "Edit Poly" modifier to each object. Dont collapse the stack, leave the history there. Now export the surfaces as .fbx

Maya will import quads.
 
  12 December 2012
Have u try the new feature call "send to' in 2013? Something like Goz, u can sent model between max maya mudbox....
 
  12 December 2012
JasonA is right, 2013 'send to max'? I just saw it yesterday, haha, great.
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  01 January 2013
Thanks so much for all your help guys. Some great tips, very helpful going forward now between Max and Maya
 
  01 January 2013
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