I'm not making a video because it's shown in a course, but I can show it from the screenshot below. When I say loose vertices, it says the places I specified.
I think it is just another version of, "are n-gons bad?"
unless you are going to subdivide this i dont think its a problem. Usually you triangulate before baking which would take care of this. but much has been written about that by people who know more than me.
if you just search this forum for "n-gons" you'll get all the expert advice.
Odd wording I would say. I interpret "lose vertices" as non-manifold (corrupt) geometry: like vertices that are connected to an edge but not to a polygon.
Thank you for your answers.The Policount forum you guys are really adding a lot to me.Triangles are almost always used for the rest of the video, and Triangle is really a headache.It is used in most of the courses I watch, but they just skip it and leave it, not to mention why it is used, what is the logic, what should be paid attention to.I would be very grateful if you have any courses or resources that you can recommend to me.
It's a blender thing. They refer to it as loose geometry, and even have a special selection tool to automatically select anything that isn't properly connected.
There's more info on it here where someone asked a very similar question on stack exchange:
Replies
without context thats hard to decipher. link to the video?
total guess but sometimes if you do a mirror operation or delete some edges there may be vertices left behind that are not doing anything anymore.
In maya you find them easy by doing a subdivision preview or using cleanup tool.
I'm not making a video because it's shown in a course, but I can show it from the screenshot below. When I say loose vertices, it says the places I specified.
Well ... what else is there to say really ? You basically answered your own question, and with a rather clear screenshot even :)
I think it is just another version of, "are n-gons bad?"
unless you are going to subdivide this i dont think its a problem. Usually you triangulate before baking which would take care of this. but much has been written about that by people who know more than me.
if you just search this forum for "n-gons" you'll get all the expert advice.
Thank you very much for your answers.
Odd wording I would say. I interpret "lose vertices" as non-manifold (corrupt) geometry: like vertices that are connected to an edge but not to a polygon.
That's also for me the meaning of loose vertices. They are not connected to faces or the rest of the geometry.
Thank you for your answers.The Policount forum you guys are really adding a lot to me.Triangles are almost always used for the rest of the video, and Triangle is really a headache.It is used in most of the courses I watch, but they just skip it and leave it, not to mention why it is used, what is the logic, what should be paid attention to.I would be very grateful if you have any courses or resources that you can recommend to me.
It's a blender thing. They refer to it as loose geometry, and even have a special selection tool to automatically select anything that isn't properly connected.
There's more info on it here where someone asked a very similar question on stack exchange:
https://blender.stackexchange.com/questions/6188/clean-up-vertices-edges-with-no-faces
I think it's more a general term .. not only blender.. see here Autdesk Forum: 3DS max 2013 ..
(It's even used in some more scientic paper about graphs in 1999.)
Yes, this term existed before Blender ...