mesh edges not aligned when exporting Closed

 From:  FlashFire
3869.90 In reply to 3869.89 
Well I should clarify, since the problem I once had was with a joined model. It needed some points/edges to be
edited in C4D. I too was shocked to see this from software that imported normals.

Would you not agree that in many cases CAD models are not poly efficient models? They tend to use to many polys at times
to describe a shape that could otherwise be shown even in a high poly res with less polys "after human editing".
In those cases it's nice to import ngons and be able to dissolve unwanted edges or even whole rings/loops, to create a much more efficient
mesh. Even older versions of 3DS have more poly editing functions then C4D. Which is why I tested the model in MAX. There are
many modeling scripts available for 3DS as it's far more popular.

This is what I've been after that a human can do, create efficient topology. Not had much luck with auto topology programs.
And honestly think they are overkill/re-inventing the wheel, for a cad model. They seem best for organic things. I'll use mudbox.

I think I may have made you feel I was re-inventing the wheel, which is not what I intended.

But I'm sure as time goes on more efficiency will be seen. As a matter of fact, customers at Turbo-squid are now voicing there opinions
on the lack of some artists poly efficiency.

The 3DS max render you saw earlier in the post could pass as somewhat efficient. Deleting a few edge rings would make for
a cleaner mesh.

Crossing fingers that C4D 12 will add even more poly editing.