Explore the Mesh of a 3D Model: Quads and Tris Explained

Want to understand the essence of 3D modelling? Dive into the world of meshes, quads, and tris and how they're used in Blender3D and Fusion360.

In this blog post, we unfold the intriguing world of 3D modeling. We'll explain what a 3D model mesh is and look at the differences between quads and tris. All of this viewed in the context of two major 3D modeling tools, Blender3D and Fusion360. This guide is essential for anyone interested in learning 3D modeling and improving their skills.

November 7, 2025

What is a Mesh in 3D Modeling?

A 3D modeling mesh is a collection of vertices, edges, and faces that define the shape of a 3D model. It acts as a visual skeleton that determines the final shape of the object. By manipulating these parts, we can create complex and detailed 3D models.

Mesh made of quad bikes in Blender3D

 

Quads and Tris: What's the Difference?

Quads and tris refer to the type of polygons used to form the mesh. Quads, as the name suggests, are polygons with four sides. Tris, on the other hand, are triangular polygons. The choice for quads or tris depends mainly on the requirements of the project and the tools you use.

Tris mesh of a 3d model after export in STL format

 

Quads and Tris in Blender3D and Fusion360

Both Blender3D and Fusion360 are excellent 3D modeling tools. Blender3D tends to prefer quad bikes because of its comprehensive set of modeling tools and its ability to take advantage of loops and rings. Fusion360, on the other hand, is a parametric modeling program and can handle tris efficiently, making it ideal for designing complex, technical components.

Topology of a 3d model

In Blender 3D, “topology” refers to the structure of the mesh. The arrangement and structure of vertices, edges, and faces in a 3D model. Good topology is essential for creating models that warp correctly during animation and produce smooth and realistic rendering results.

More info about topology in Blender3D:

More info about converting tris mesh for editing in fusion360:

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