well from my experience you can try few things...
go to polygons-Mesh- quadrangulate
you can play around with the tolerance and angels to try to remove as many tri's as possible, however in my experience anytime you bring in a 3ds model its gonna triangulate and is relatively difficult to automatically convert to quads.. usually this function seems to work ok but misses a lot of angles or converts the wrong edge to a quad so you get not clean geometry.
the other way is to maybe try to fbx the model from studio max, thats only if you have a copy of studio max and if the origional mesh was non-triangulated to begin with. sometimes max formatted 3d files are cleaner than the 3ds ones... but obviously you cant inport a .max so fbx is maybe the next best thing here.
you mentioned using vector render and im not sure if you have specific output that you need the vector render for, or if its just a wireframe look your looking for? if its just a wireframe maybe try pfx toon or mental ray contours.. they have different options that maybe more suited to your rendering look?
the last thing is to manually clean up ![]()
good luck.