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.
- Start with a small area of adjacent triangles whose shared diagonals you want to remove.
- Choose Tris to Quads from the face context menu.
- Inspect which pairs were combined and which triangles remain.
- Continue region by region, using manual connections or dissolves where automatic pairing is unsuitable.
Controls and choices
| Controls | What changes |
|---|---|
| Adjacent pairs | Two triangles must share suitable topology to form one usable quad. |
| Surface compatibility | Geometry 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.
Practice in Show3D
Open the editor and follow the steps with your own scene.

