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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
Browse documentation
  • Overview
  • Get started with Show3D
  • Modeling tools
    • Modeling examples
  • Materials & textures
  • Agent modeling
    • Connect Codex
  • Asset generation

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

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Modeling tools
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  3. Modeling tools
  4. Triangulate

Triangulate

Divide polygon faces into triangles. The surface and outer boundary remain in place.

Before you start

Use Face Select in mesh edit mode and select the polygons to split. Triangulation fixes how a polygon is represented by triangles without deliberately changing its boundary vertices.

Use the operation

Make the triangle structure explicit for further editing or export.

  1. Select the faces and inspect whether any are twisted or strongly concave.
  2. Choose Triangulate Faces from the face context menu.
  3. Inspect the new diagonals and compare the surface shading from several angles.
  4. Undo or revise the face layout if the diagonal direction is unsuitable for the next edit.

Controls and choices

ControlsWhat changes
Face selectionOnly selected polygons are triangulated; existing triangles need no further split.
Polygon shapeNon-planar polygons can show a different apparent surface when their triangulation becomes explicit.

See what changes

Before

Triangulate: Two quads

Two quads

After

Triangulate: Four triangles

Four triangles

Concept illustration. The diagrams explain the operation. Your result depends on the starting geometry and settings.

Check the result

Expect more faces and internal diagonals, with the original boundary retained. Triangulation does not repair self-intersections or guarantee a clean deformation mesh. Tris to Quads can combine suitable pairs later, but it is not an exact reversal of every triangulation.

Related operations

Triangles to quadsConnect verticesRecalculate normals

Practice in Show3D

Open the editor and follow the steps with your own scene.
Start modelingModeling essentials

On this page

Before you startUse the operationControls and choicesSee what changesCheck the resultRelated operations