Show3D
  • Community
  • Pricing
Create

Learn

  • Learn overview
  • Documentation
    • Get started
    • Create with AI
    • Model & sculpt
      • Sculpt a surface
      • Modeling exercises
    • Materials & textures
    • Animation
    • Rendering
    • Save & export

    In this topic

    • Extrude
    • Bevel
    • Select components
    • Select a loop
    • Extrude a vertex
    • Extrude an edge
    • Inset a region
    • Inset individual faces
    • Bevel a vertex
    • Loop cut
    • Knife cut
    • Connect vertices
    • Subdivide a mesh
    • Triangulate
    • Triangles to quads
  • Tutorials & courses

Show3D

  • Community
  • Pricing

Learn

  • Learn overview
  • Documentation
  • Tutorials & courses

Social

  • YouTube (opens in a new tab)
  • X (Twitter) (opens in a new tab)

Copyright © 2023 - 2026 Show3D Technology Limited. All rights reserved.

  • Terms of use
  • Privacy policy
Modeling tools
  1. Learn
  2. Documentation
  3. Modeling tools
  4. Triangles to quads

Triangles to quads

Combine compatible adjacent triangle pairs into quads where topology and surface conditions allow.

Before you start

Use Face Select in mesh edit mode and select neighboring triangles. Conversion needs suitable adjacent pairs; it is not automatic retopology for an arbitrary generated mesh.

Use the operation

Replace suitable triangle pairs with easier-to-edit quads.

  1. Start with a small area of adjacent triangles whose shared diagonals you want to remove.
  2. Choose Tris to Quads from the face context menu.
  3. Inspect which pairs were combined and which triangles remain.
  4. Continue region by region, using manual connections or dissolves where automatic pairing is unsuitable.

Controls and choices

ControlsWhat changes
Adjacent pairsTwo triangles must share suitable topology to form one usable quad.
Surface compatibilityGeometry and surface conditions influence which pairs can be joined. A remaining triangle is not necessarily an error.

Try it in your scene

Select two triangles that form a simple quad and run Triangles to Quads. Check which edge was removed.

Check the result

Look for regular edge flow and quads that follow the intended shape. A four-sided face can still be stretched or non-planar. Do not repeat the command expecting every triangle to disappear; use deliberate topology editing or remeshing for a different overall structure.

Related operations

TriangulateDissolve an edgeConnect verticesRemesh

Practice in Show3D

Open the editor and follow the steps with your own scene.
Open Show3DBrowse documentation

On this page

Before you startUse the operationControls and choicesTry it in your sceneCheck the resultRelated operations