Poly object withuot triangular faces

I have a simple shade (a bit of a glazing system) that I have created as a shape with an extrusion. When I convert this to a poly object, I got horrible, long thin trianges along the faces. How do I avoid this? I have deleted these faces and applied a cap holes modifier, but this caps each hole as a seperate cap, and not just the extrusion.

Jeez - that was difficult to explain! Here’s a max file (max 2009).

http://www.blinkimage.com/downloads/polyproblem.zip

Hi Tricky,

Just had a quick look at your file, I have found this a common problem with having multiple splines within a spline - for simple windows it works ok. For a window like this I would always poly model it then shell it.

It seems such a basic thing doesn’t it? I think I get what you mean though…

I can’t look at your file now, so I can only guess what’s the problem.

When you have splines with islands, its often better to subdivide them before performing boolean operations.
Extrude is the same as a boolean operation in this case.

In this case you can give my script a try: Loading...

I generally start with primitives for the negative shapes first and then line them up as best as possible and make bridging polys to make my surface - it’s a bit more long winded but it’ll give you something you can subdivide easily.

I was just watching this today…good timing…
Seems helpful in many cases…

edit: the Populate scripts are also great

wow! that’s probably the most useful youtube video i’ve ever seen!

thanks x infinity!

There are a few scripts on scriptspot.com that use the bomb trick for detriangulating. there are also scripts using other methods. It’s worth to check them out.

Thanks all. The youtube video was amazing. How the bloody hell did somebody work that out???

Yes the video is very helpful- thanks a lot.

am I missing something? what video?

I think we’re talking about this video http://youtu.be/8eR3F7tAS9E
Thanks voltron7

crazy! Great share.

Thank you Viz-People!