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3 Dimensional Chat / The opposite of "triangulate"

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Oliver
21
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Joined: 24th Nov 2002
Location: Switzerland
Posted: 4th Mar 2003 20:44
Ok, there are tones of programs to triangulate a model, though are there any programs to "untriangulate" a model. I.E. you have two triangles and you want it to be a square.

And...does 1 square count as less polygons than 2 triangles?

Thanks
QuothTheRaven
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Joined: 2nd Oct 2002
Location: United States
Posted: 5th Mar 2003 06:03
the only way you could convert the triangles to squares is if both the triangles were in the exact same plane as each other.

Darken the skies, we are god
Shadow Robert
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 5th Mar 2003 12:13
you can change the Tri-Polygons back to Quad-Polygons in programs like 3DS Max which you can veiw/hide edges (oftenly to degree, but i'm sure a quite MaxScript could do it like every 2nd edge)

thing is DirectX REQUIRES triangulated objects to operate as they don't render NCons without being setup to do so (and not many programs outside of the 3D Package will)

it doesn't change the polygon count of the model, or how heavy it is on the processor, and is really a waste of time

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
actarus
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Joined: 29th Aug 2002
Location: 32 Light Years away
Posted: 5th Mar 2003 14:28
The problem with untriangulating a mesh in max is you may have modeled according to some triangles therefore needing to leave a few but usually just look at the mesh and start somewhere like the bottom and hide the edges that 'cuts' the quads in 2...After doing so,try some meshsmoothing on the model and see how cleaner that is.

Just remember that you're standing on a planet that's evolving
And revolving at nine hundred miles an hour!
Oliver
21
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Joined: 24th Nov 2002
Location: Switzerland
Posted: 5th Mar 2003 18:24
Ok, Thanks!!!

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