Quadify Base
Quadify Base is the fast, straightforward edition for converting triangulated meshes into cleaner quad topology and optionally reducing polygon count. It’s designed for quick cleanup on props, scans, and game assets without the Premium region system or Pro pipeline tabs.
Base UI overview
Quadify Base focuses on fast triangle-to-quad conversion with a few guardrails (seams/materials), optional Quadriflow (experimental), basic poly reduction, and a cleanup toggle. Use this panel as the reference for where Base features live.
What Base includes
- Convert to Quads using an angle limit (triangle merge / join triangles).
- Preserve Seams and Preserve Materials to avoid crossing boundaries.
- Reduce Poly Count via decimation + quad cleanup.
- Degenerate cleanup (optional) for zero-area / close-vertex issues.
- Quadriflow Remeshing (experimental) for cleaner topology on manageable meshes.
- Select Remaining Triangles option to highlight leftover tris for manual cleanup.
Where to find it in Blender
- View3D → Sidebar → Tri to Quad tab
- Panel: Tri to Quad Converter
Recommended quick workflow
- Run Convert to Quads with a sane angle limit.
- If triangles remain, use Select Remaining Triangles to clean manually.
- Only then consider Reduce Poly Count if performance/LOD requires it.
Limits (know these upfront)
- Base is not guaranteed to produce 100% quads on messy/non-manifold meshes.
- Quadriflow is disabled for very high face counts and can time out on complex meshes.
- For region-based control, density targeting, analytics, and LOD tooling, use Premium/Pro.