This probably doesn't help, as it's for Max, but there's a script called 'Hide Longest Edges' which removes the long edges in the poly and reverts everything to four sided quads (most of the time). http://www.scriptspot.com/3ds-max/scripts/hide-longest-edges
Not to dig up a dead horse, but I came across this thread in a search for this topic. Here are a few Maxscripts to use for tri-to-quad conversion: http://www.scriptspot.com/3ds-max/scripts/quadrangulate http://www.scriptspot.com/3ds-max/scripts/quadrifyall
Thanks guys! I still use script that Joshua Posted. Been using it for years. While using it on my latest piece, it just struck me as odd that I'm still using a script originally made for Max 4 - BoBo
But my original reference mesh doesnt exist anymore so its not a matter of finding where it is. As for scriptspot I found someone asking for a solution for it too! http://www.scriptspot.com/forums/3ds-max/scripts-wanted/clone-reference-script
Oh yes I've used that script however I've noticed that it has problems with continuing quads. Good example would be a plank. Try creating a single plank with beveled edges. Then add a couple of edge loops. Then try the script again.
check out: 3ds clean scripts: http://boards.polycount.net/showthread.php?t=63739&highlight=3ds+clean even though its aimed for max2009 you should be able to get out the batch scripts and maxscripts needed to tweak things.
Maybe there is some script (and I could make a shortkey) that allows to save PSD to TGA (with the same name) by one click (F1 or sthg)? I had such script 2-3 years ago but I've lost it :( It was very very useful.
@Haftoof: To keep things perfectly round, I use a max script called Regularizer. Great for these types of things. Edit: Oh, looks like you're using Maya. Not sure if it has a similar script or function.
In Maya 2012 the offset option in the extrude behaves like this script (and how it always should have). I'll say thanks again for this script because I did get alot of use out of it before 2012.
If your going down that route then encapsulate the script inundo off(--script here.) anything within the brackets wont trigger an undo entry. This can really make things fast, but has obvious drawbacks :shifty: