Message 1 of 6

Not applicable
05-02-2018
12:31 PM
- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report
I include an example to clarify it. The idea is to have a regular mesh structure that allows bending and deforming in Max without triangles artifacts, to some extend. I want to avoid large ngons or finely divided triangles with not quad pacing. Triangles are OK as long they have inserted in quads. And if not, what is the alternative in Fusion 360?
Solved! Go to Solution.