How to Keep Consistent Quad Topology?

Hello,

I am modeling a low poly slot machine and I am trying to keep consistent with quad topology. How may I go about this?.. I learned about converting triangles over to quads by hand in a modeling class that I took over a year ago but I forgot how to do it. I’m about to rip my hair out.

Here are the screens.

http://desmond.imageshack.us/Himg27/scaled.php?server=27&filename=screenshot20120523at113.png&res=landing

http://desmond.imageshack.us/Himg812/scaled.php?server=812&filename=screenshot20120523at113.png&res=landing

As you can see, there are two triangles. They got there because I added two edge loops that were unneeded together. I can’t find anyway to fix the triangles (without adding another unneeded edge loop). If you need to view all the mesh to see my problem. I attached it to this post.

Please help,
Thank you.

Attachments

paradise_slots_untextured.blend (403 KB)

try with blender 2.63. it has bmesh. You can avoid triangles here…

I am modeling a low poly slot machine and I am trying to keep consistent with quad topology
Why are you wanting all quads ? For a particular reason or just for the sake of it. You want a low poly model, what are you going to do with it ? If its for use in a game engine then its going to get triangulated anyway.

[Shift] select two vertices of triangle base. Hit [W] then pick “merge” and “at Center”.