What is the best way to dissolve the following tris into quads:
i
iagodimaio
15 Jul 2022
3 Comments
N
NiCapp
Main problem is you bevel faces with even subdivision and 9 edges are not divisible for 4 to have plain quads faces. You need add 3 loop cuts or remove one. Easy and fast solution with not good topology result is subdivide one triangle egde and create 3 edge loops.
imgur.com/a/b8czyB5
1
i
iagodimaioAuthor
if I go this way, I would at least reduce it to just 1 tri before loop
but this single loop adds 68 tris to the final mesh
better to keep the 3 triangles?
N
NiCapp
IMHO, your model is done with wrong modeling paradigms. If you don't need to 'warp' your model, tic-tac-toe could cause problems in the rejection phase of the material. You should use support forums, blogs, or chats for this type of question.
imgur.com/a/evmWJyIS
If your model eventually has triangular faces, quads are no big deal always if you don't deform your model. The quads faces are easily divisible with predictable results while Ngons and triangular faces are predictable.
3 Comments
Main problem is you bevel faces with even subdivision and 9 edges are not divisible for 4 to have plain quads faces. You need add 3 loop cuts or remove one. Easy and fast solution with not good topology result is subdivide one triangle egde and create 3 edge loops. imgur.com/a/b8czyB5
if I go this way, I would at least reduce it to just 1 tri before loop
but this single loop adds 68 tris to the final mesh
better to keep the 3 triangles?
IMHO, your model is done with wrong modeling paradigms. If you don't need to 'warp' your model, tic-tac-toe could cause problems in the rejection phase of the material. You should use support forums, blogs, or chats for this type of question. imgur.com/a/evmWJyIS
If your model eventually has triangular faces, quads are no big deal always if you don't deform your model. The quads faces are easily divisible with predictable results while Ngons and triangular faces are predictable.