tessellation from Max to Maya
by Max Baxter on Mar 2, 2015 at 12:45:18 am Last Edited By Max Baxter on Mar 2, 2015 at 12:49:38 am
I'm trying to import a model from 3DSmax to Maya without it converting to triangles. Is there anyway to keep it the model the same as it was in max when I bring it into maya? I've exported it as an FBX as well as just scene shared between max and maya but they all seem to have the same result. I'm still fairly new to maya and max so any help on this would be greatly appreciated. When I have exported as an OBJ I have to reload the texture and there is a weird split down the middle from where I have mirrored the body even though I have attached and welded all vertices.