Triangulate option in FBX export
Like in 3ds max and Maya fbx exporters. This is for baked game props asset workflow, to have a consistent triangulation throughout normal baking to final engine integration. Different triangulation algorithm can affect baked normal map/shading. So it's good to already have a triangulated mesh on export. Will also help in nondestructive workflow, yes you can manually select and triangulate then undo after export or apply triangulate modifiers. But this is easier and more effecient. Thanks Blender team.
Edit: It will also be a good option to have quad and polygon method at export to control the triangulate algorithm. I like, for example fixed and clip algorithm
3 Comments
Triangulate modifier doesn't help if you deal with shape keys, because it breaks them on export. This is major issue.
Yes. I was just about to propose this. Triangulate on export and maybe an additional option for "triangulate n-gons".
Upvoted!