Hello,
I’m having some problem exporting from Unreal (or so i think). When i export either obj. or fbx. from Unreal, all of the mesh are triangulate and some have really long channel list, like in the images i’ve attached.
I want to ask is it normal? Because i know game engine tend to triangulate things, but is there another way i can export them with quad like the original mesh that i’ve imported.
My friend told me that Unreal shouldn’t be exporting with tris and there is an option to disabled it.
The engine will always triangulate any mesh on import. Meshes need to be triangulated before being sent to the GPU because that’s how the hardware is designed to work. So anything you export from engine will always be triangulated.
Once it’s in Maya, there is a Quadrangulate option that can help you reduce the triangles back to quads to make it easier to modify the mesh. Mesh > Quadrangulate