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Yeah, I know but it is because the polygons number in 3D Max and The scene in maya it is differente. Due to the model it is im quads in 3D Max and when I imported on Maya it is triangulized
That's ok. Every quad is just two triangles together anyway. Vertex numbers should be the same in both packages. In Maya, select all the faces of the model. Go to Mesh > Quadrangulate. This should convert the triangles to quads.
"Yeah, I know but it is because the polygons number in 3D Max and The scene in maya it is differente. Due to the model it is im quads in 3D Max and when I imported on Maya it is triangulized"
Hi, when you export your model from max in FBX there is a checkbox "triangulate" in the geometry settings. Just uncheck it. Good Luck!