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In the second attachment you can see there is no extra edges on the model but when i export it in OBJ and import in to Maya don't know why where these edges come from..?

 

Please Help..!!

Maya.png

C4D.png

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They are the ngon lines (or rather the tris that Maya / OBJ has translated from them) that Cinema hides from you when you model things like this with splines as opposed to with proper polygon modelling.

 

You can turn them on in Cinema in the filter menu (ngon lines). Unfortunately, nearly all the generator objects in Cinema (including extrude) produce appalling geometry like this if you leave the Caps options turned on in ngons mode. If you must use splines to get your initial shape, you can avoid this problem flawlessly by manually capping the shapes yourself using quads once made editable, or less ideally by ticking Quadrangles, and Regular Grid in the extrude object, which will do a similarly awful job at replacing your ngons with quads. But at least the scrappy quads and tris that will produce won't be ngons anymore ! However, they will still show up in Maya.

 

The only way to get flawless topology into Maya is to create flawless topology in Cinema first. And indeed there is nothing in this scene that couldn't be built, or wouldn't be better served by making it with simple hard surface polygon modelling instead, where you control the topology.

 

CBR

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  • Actually i made this model with the help of Meshboolean plug-in for C4D.

    Is there any way to get rid of these ngons..??

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    yea you could cut in a load of edges or start over and model it from scratch without using booles/mesh boolean plugin, and model it with standard hard surface modelling techniques 

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