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.
- Select the faces and inspect whether any are twisted or strongly concave.
- Choose Triangulate Faces from the face context menu.
- Inspect the new diagonals and compare the surface shading from several angles.
- Undo or revise the face layout if the diagonal direction is unsuitable for the next edit.
Controls and choices
| Controls | What changes |
|---|---|
| Face selection | Only selected polygons are triangulated; existing triangles need no further split. |
| Polygon shape | Non-planar polygons can show a different apparent surface when their triangulation becomes explicit. |
See what changes
Before
Two quads
After
Four triangles
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.
Practice in Show3D
Open the editor and follow the steps with your own scene.

