Author Topic: quad portion of mesh turning into tris when reimporting mesh  (Read 275 times)

I made some minor changes to my mesh and reimported through project configuration. Parts of the mesh which are quad (and previously showed as quads in substance painter) turned into tris. This caused tris to appear everywhere that masks were made using quads.

What determines whether portions of the imported mesh (FBX) will be kept as quads or converted into tris?

Edit: It looks like there was a hole in the mesh. Fixing that returned it to quads.

Is there a way to maintain quads for meshes with holes (or like just a plane)?
Last Edit: March 06, 2020, 06:26:47 am

You should be using only tris when baking and texturing meshes. Rendering engines will always convert to tris, but to keep results consistent you need to convert your meshes to tris prior to export and import into Painter.