Triangles into quads

I have a model that comes from 3D Max which contains lots of irregular faces with poorly triangulated meshes.
Is there any way to do it smart on a global scale (using plug-ins or other software) to achieve regular quads?
The sample face has been made in WiP by extracting mesh outlines, hatching, exploding hatch and applying quad mesh but it is a painful process and quad command is still little buggy.

Hi Piotr - the V6/WIP QuadMesh tool might help.