…to change that triangle into a quad, all quads. I need to keep the shape around the various holes as it is.
To be honest it’s not essential, this triangle isn’t visibly affecting the mesh under subsurf, but this project is in large part practice for making as clean a mesh as possible, so I thought I’d see what you guys came up with.
Yes, but so long as the triangle is in a flat area it doesn’t affect the silhouette so it won’t matter. Unless this wheel will be deforming into something else that is.
It does however produce two new triangles that perhaps can be made into an additional quad by triangulating the quad in the middle and then joining the resulting 4 triangles into 2 quads.
That would be ok with the side ones, I could run a loop around the hole, but the bottom line would just create the same problem I started with, an extra loop around the bottom edge.
You got me wrong. The image shows the idea and all you need is to subdivide the sides and join these vertices with the one in the middle. The other way is just to subdivide the bottom, join it with the top vertex and dissolve the arms to make it like the other three.
Yeah, but since SDS is used it can help to move it further from the silhouette supporting edge/face loops. Well, lets just call them support loops to keep it simple.
This is what SDS produces out of a triangle as is.
Look below, I hope it’s clear now. As you can see, the curve’s geometry didn’t change unlike in case of SDS. I subdivided the sides only with the subdivision tool.