So, googling t-vertex says " avoid them" and after reading some of the material available i still do not understand how i can avoid them in some situations such as the picture below. I'm making some very low poly models for a mobile game i'm fooling around with and one of the objects is a basic window (the picture).
http://tinypic.com/view.php?pic=105d2m0&s=5
Replies
In general, it tends to refer to things where a vert bisects a straight (or very nearly straight) edge.
Meshes like this where the edge isn't connected to the larger polygon are also considered t-verts.
which means vertex facing directly an edge therefore not connected. This could create some shading/seams issues because lighting wont be interpolated the same way between 2 and 3 vertices.
There wikipedia
http://en.wikipedia.org/wiki/T-vertices
From max help : T-Vertices Flags vertices that lie at the intersection of three edges or faces. Applies to poly objects only.
So unless everything is triangulated, it will prompt t-vertices, which is BS, tbh. Sorry i don't use xview, didn't know it has such a wrong behavior.
You'd better check unwanted open edges to fix T-verts, but i'm pretty sure your mesh is clean.