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[Solved] Reducing triangulation on imported meshes?


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When making parts to fit stock parts (like Mk2 parts for example) I like to import the part as a .mu and then take the faces that shape the part profile, but the imported faces are always pre cut into triangles. Is there any way to turn them back into quads where possible? Using Blender by the way :)

Edited by Quiznos323
My question was answered.
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You have two options:

- Select the offending edge, then press [Delete] > Dissolve Edges

- Select both tris, then press [F] to replace them with a face (effectively merging them)

Edited by sumghai
Spelling and grammar derp
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You have two options:

- Select the offending edge, then press [Delete] > Dissolve Edges

- Select both tris, then press [F] to replace them with a face (effectively merging them)

Thanks for the quick respose! I used your second method and it works great :) Simple and effective.

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I believe Blender has the Decimate function, which apparently "allows you to reduce the vertex/face count of a mesh with minimal shape changes".

I've tried that before, but could not get reliable results (some places don't get optimized enough; other places are too simplified), so the best bet is to manually select and merge faces - one advantage of reducing triangulation manually is that you get better control over which areas to optimize.

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I believe Blender has the Decimate function, which apparently "allows you to reduce the vertex/face count of a mesh with minimal shape changes".

I've tried that before, but could not get reliable results (some places don't get optimized enough; other places are too simplified), so the best bet is to manually select and merge faces - one advantage of reducing triangulation manually is that you get better control over which areas to optimize.

Yeah that tool is what I tried before, but I also found it unreliable and hard to use.

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  • 2 weeks later...

In blender, while in edit mode and object selected, hit Ctrl-F to bring up the mesh/face menu. There is an Tris to Quads option (or direct shortcut of Alt-J).

It will join all triangles into quads where possible. Disclaimer: The results are not always desirable, where it might join the wrong triangles into quads. There is where the Knife tool (shortcut K) is useful. So often times, a little clean up will be required after.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Faces

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