Author Topic: triangle facez  (Read 1435 times)

How do you remove the triangle faces off a model?

...what?

Select them in Blender/Milkshape/whatever and press Delete?


i mean to avoid triangulated faces you kind of just have to avoid making them in the first place
use boxes, extrude a lot, etc.
typically it's caused by resizing vertices and faces

Also, a quick off topic note, the joints need re-done. They're connected to eachother. Before making another joint, you should unselect the last/current one. (Ctrl+Shift+A)

Should probs be in gen. modification help

Also, a quick off topic note, the joints need re-done. They're connected to eachother. Before making another joint, you should unselect the last/current one. (Ctrl+Shift+A)

It works perfectly fine ingame when I connected them

Also, a quick off topic note, the joints need re-done. They're connected to eachother. Before making another joint, you should unselect the last/current one. (Ctrl+Shift+A)
You don't know what you're talking about. It works fine.

Models are made from triangles. The only way you can get rid of triangles is to delete your model, or smooth them out and make more of them.

OR you can do it the easy way and just get blender. Blender supports quads.

OR you can do it the easy way and just get blender. Blender supports quads.
dammit that's another reason to learn blender
i'm avoiding it because the interface scares me

dammit that's another reason to learn blender
i'm avoiding it because the interface scares me
It's mostly hotkeys and memorization. The interface is pretty simple, however I like 2.49b's interface a lot more. But I'm sure the new and improved Blender has many new features to offer. Just takes time. If you spent a month practicing you'd have the basics down.

In the Blender version I use Blender 2.6something, you can select your model in edit mode and hit space bar to bring up the search feature, type in quads, and select "Tris to Quads". Or if you have a good memory just hit Alt-J.

Also something you could do is smooth-shading and edge splitting to make them look less jagged when the faces come out, but I still recommend smoothing them out nontheless

and that model will never both fit in the hand and fit the Blockhead model without making half of the model be behind the Blockhead
« Last Edit: March 14, 2014, 12:39:14 PM by Aware »

You can hide the triangulation by cleverly using smoothing groups.

You can hide the triangulation by cleverly using smoothing groups.
While this will add faces to the model, this method is literally the only neat way to remove triangulation. Unless you never morph the faces when modeling.

I don't think so. Setting a smoothing group shouldn't add any more faces, I could be wrong, though.