(Solved) Importing from 3DS Ma…
Daz 3D Forums > General > Technical Help (nuts n bolts)>(Solved) Importing from 3DS Ma…
(Solved) Importing from 3DS Max with Smooth faces

When I create or import OBJ models from 3DS Max 2017 a lot of times they come in with jagged faces. When I apply shaders to these objects they turn out very ugly. Is there anyway to fix this in Daz Studio or 3DS Max 2017?
In 3DS Max
https://i.postimg.cc/Y0TbY1JW/Annotation-2019-05-22-042438.png
In Daz Studio
https://i.postimg.cc/Y2QGHNSL/Annotation-2019-05-22-044040.png
The 3DS Max 2017 Source File
https://workupload.com/file/DtFsKSBG
Attachment(s)
MandD.max
I've also tried exporting after I imported it to Blender and it still comes out messed up in Daz Studio.
Any help would be very much appericated.
Post edited by marksinister_0f3a44cacc on
Comments
Ngons, polygons with more than 4 sides, Studio doesn't like them.
So how do I fix this? I need to create that shape with holes and import it into Daz Studio so I can apply a shader to it.
I suggest triangulating the n-gons as the quick and dirty fix. Daz Studio will handle tris and quads, but not n-gons. Blender has a Triangulate Faces function, and a Triangulate modifier. I assume Max has something similar.
n-gons can be a problem with many things - 3delight can produce some very strange effects. DS does have its own Triangulate command, Edit>Figure or Object>Geometry>Triangulate - though of course that does the whole mesh, including the quads which are probably OK. DS does do its own on-the-fly triangulation, but that doesn't seem toa void issuse like those in 3delight.
I can't use Max files, but are you applying Smoothign Groups? DS doesn't support those - it is possible to adjust smoothing angle, but on a per-surface basis (through the Surfaces pane) rather than using another kind of polygon group. If that is what you are doing, splitting your surface groups so that they also matched the boundaries of your smoothing groups and adjusting the angle/turning smoothing on/off may help.
I have no clue what n-gons are...
I followed these steps:
Object>Geometry>Triangulate
I followed these steps and nothing happened.
I'm sorry guys I'm not that good with 3DS Max to know all these terms you're talking about. Also I'm not that good with Daz Studio either...
I followed this video and the faces in 3DS looks like the exported OBJ files in max now.
https://www.youtube.com/watch?v=na5CPzIvIrM
What I need to do is get the top part of this model to be broken up in to little faces.
N-gons are polygons with an arbitrary number of edges greater than 4. Your attached image appears to show the top face of your model split into triangles by the white lines.
Sorry, I don't have Max but here's an example using Blender as you mentioned that.
This shape has n-gons - red - and quads - blue (ngons01.jpg). If I export it to Daz Studio, DS makes a mess of interpreting the n-gons (ngons02.jpg) though it appears to have made an attempt to triangulate the faces. When I triangulate the shape in Blender using the Triangulate modifier (ngons03.jpg) then export it to DS, it is displayed correctly in the viewport (ngons04.jpg). It also renders correctly in 3delight.
As Richard says there is a Triangulate option in DS, but when I tried it on this shape there was no effect, I guess because DS had automatically done it already.
Well I'm trying to render it in Iray not 3Delight. As you can see with mine I get those triangle across the flat surface like your box. But when I render it with a Iray Shader all the triangle shapes appear in my render instead of a smooth surface like I need.
I should have uploaded the OBJ file for you guys to see. I'll post is here:
https://workupload.com/file/KCSWesGY
Oh when I said I used Blender, it was more like I imported it into Blender and then exported right after because it looked smooth in Blender too. But that didn't solve the problem when I did that. I know not one damn thing in Blender. In fact I know more about 3D Studio Max than Blender and that saying a lot...
DS also tends not to like long, thin triangles - of which there are many. You really need to rework the flat surfaces into more regular divisions, which wil be tiresome.
How do I do that? I want to make the flat surface into tiny squares like the sides but I don't know how to do that? I created this with the line tool then exturded it. But the capped ends turn out smooth until I Boolean the holes into the object, making it into broken glass.
What I wish I could add segments to models after the fact. That what I need to do.
https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-EC3DD1B9-6524-418C-B18C-567938A9DD24-htm.html
Don't triangulate it. Remesh it into quads.
If I was doing this (in modo) I'd set the surface up first, manually splicing the holes in (probably at lower resolution, with the intention of applying SubD) then extrude that to make the solid. Boolean operations are prone to creating unhelpful topology, and fixing it is often more work than starting manually.
You guys are the GREATEST!!! The Quadify Mesh Modifier worked!!
Now I have smooth faces when I use a shader!
https://i.postimg.cc/T2k5gWSY/works.png
Thank you everyone you're the best!