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DAZ|Studio F.A.Q (Last Updated: 2024 Dec 19 7:58 pm)
It look as if those are almost triangles with an extra vertex on the long side - try splitting them from the vertex on the long side to the vertex on the point, to make two triangles, if it isn't normals or polygons with more than four vertices. You can triangulate the whole thing, Edit>Object>Geometry>Triangulate, in DS but that's less efficient than doing just the problem areas.
Look at your wireframe. See how the quads are stretched almost into triangles in the affected areas? That's the problem. It's your topology. Blender doesn't care about that, Daz does. Fixing it will make you a better modeler. This is an article from Blender stack exchange. Also search Blender retopology on YouTube.Good videos there.
Improving the topology of your model will give you a mesh that's easier to rig for animation, easier to set up for uv mapping, and easier to use. You'll have lower poly count and better poly distribution with less chance for render errors, and more professional look to your models. Sort of a pain but worth the effort, I think. ;)
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Thanks.And I upload the free model named"nab",you can import to DAZ to see whether it is same as?