Hi NastyCage, they are connected in the sense that they have a "watertight" vertex structure. The part that is different is the UV quad grid.
The way the mesh generation works from MoI is that each surface starts out with a set of quads and then those quads become n-gons when trimming boundaries are applied to them.
When 2 faces share an edge in common it's not guaranteed that the UV quad grids will line up, if they are structured differently or have different lengths or any variety of differences like that you won't get all quads in the output.
The goal for MoI's export is to make a lightweight mesh that follows the structure of the CAD model. If you need "all quads" that's a different thing and you would need to do some retopology work on the mesh in a poly modeling program to get that type of result, you won't get it with MoI's output directly except in some special cases.
re:
> What can I do with this?
For rendering you don't do anything, it will render ok like that although you may want it a little denser.
If you need an output that is "all quads", then you are probably better off constructing the mesh in a poly modeling program from the beginning rather than generating it from a CAD model.
- Michael
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