EricofSD opened this issue on Dec 21, 2013 · 12 posts
LuxXeon posted Sun, 22 December 2013 at 3:20 PM
Quote - You might find too that Max is a great software for cleaning up a mesh. Lots of ways to convert tris to quads, and some tricks to automatically ger rid of ngons too. Once you have all the Ngons of 5 sides or more selected, there's a trick I learned to automatically convert those into triangles, if you don't mind triangles in your mesh:
In Polygon mode, use the By Numeric option to select all your Ngons. Now, with all the Ngons selected, hold down CTRL on your keyboard while you switch over to Vertex mode. Switching to vertex mode while holding down control will transfer your polygon selection to vertex, and you will have all the vertices of those Ngons that were selected in polygon mode, now selected in vertex mode. Next, with all the vertices of your ngons now selected, just click "connect". Max will automatically attach edges to all your selected vertices intelligently, and convert all your ngons to triangles. Now if you search for Ngons on your object, you won't find any. It's a quick and dirty way of cleaning up a mesh of ngons, and works every time.
That's a good trick to quickly eliminate ngons from a mesh. However, you may also end up triangulating some quads in the process, if the vertices selected share the border of any quads in the mesh. To make sure that isn't the case, you can do the trick you just described above, which works to get rid of ngons, and then, in the Graphite Ribbon, under Geometry, click "Quadrify All", to eliminate unwanted triangles that may have been generated on your Quads.
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