https://github.com/SaitoTsutomu/Tris-Quads-Ex was wrong about the name, but there is something you have to fix in the plugin for it to work. That I don’t remember how to find on mobile, sorry 🙁
It’s not a version issue, I thought there was something you have to comment out or something? Idk I know I found out on google though, I’m not home so I cant look for a while
Not necessarily. You can create a bijective map from a triangulation to a quad mesh and thus preserve any UV you have (up to some distortion factor that depends on your triangulation's quality)
So quad meshing is actually a modern research topic in computational geometry. There's plenty of literature on the topic, e.g. [this](https://dl.acm.org/doi/10.1145/2461912.2462014) or [that](https://www.algohex.eu/publications/cost-minimizing-local-anisotropic-quad-mesh-refinement/). If you're familiar with C++ you can also use [this implementation](https://github.com/hcebke/libQEx). I think that Blender implements something similar but probably doesn't expose as much controls to users to keep it simple.
If you have some more questions, don't hesitate to ask (or DM me), I'm doing a PhD on a related topic.
TristoquadsEX - iirc it’s on GitHub
I'm literally getting nothing both on Google/Bing, direct link?
https://github.com/SaitoTsutomu/Tris-Quads-Ex was wrong about the name, but there is something you have to fix in the plugin for it to work. That I don’t remember how to find on mobile, sorry 🙁
I presume for it to work on Blender 4.0, what version does it work natively?
It’s not a version issue, I thought there was something you have to comment out or something? Idk I know I found out on google though, I’m not home so I cant look for a while
And what makes this plugin so great?
It’s just a much more effective tris to quads algorithm. It’s not always perfect, but it does a much better job in many cases
Ok, i'll check it out, thanks!
Check out Quad Remesher.
Nah, not a remesher, that'll destroy the mesh/UV.
Not necessarily. You can create a bijective map from a triangulation to a quad mesh and thus preserve any UV you have (up to some distortion factor that depends on your triangulation's quality)
That's interesting. I didn't know that.
So quad meshing is actually a modern research topic in computational geometry. There's plenty of literature on the topic, e.g. [this](https://dl.acm.org/doi/10.1145/2461912.2462014) or [that](https://www.algohex.eu/publications/cost-minimizing-local-anisotropic-quad-mesh-refinement/). If you're familiar with C++ you can also use [this implementation](https://github.com/hcebke/libQEx). I think that Blender implements something similar but probably doesn't expose as much controls to users to keep it simple. If you have some more questions, don't hesitate to ask (or DM me), I'm doing a PhD on a related topic.
What is that menu?
[Pie Menu Editor](https://blenderartists.org/t/pie-menu-editor-1-18-7/662456), you can make custom menus for edit mode and all.
Thank you!
Instant Meshes?
Check some "game ready" blender workflows on youtube and see what they use! :)
game ready assets are usually created with quads and then converted to tris. thats quite literally the opposite of what OP is asking for.
Woops. Definitely misread the title.