Getting real info on T-Vertices


#1

Hello all! I am new to the forums so please bare with me…

I’ve come to the forums because I have kind of admitted defeat with trying to learn how to become a 3D artist on my own. Probably wasn’t the smartest idea in the first place, but I wanted to try and prove that even though my uni has taught me nothing in 3 years, I could still make something of myself. With all the waffle out the way, down to what I wanted to ask.

I recently used 3ds Max’s xview option and discovered I could find T-Vertices in my meshes, I’d first heard about these late last year when trying to import a character into Mudbox. After fixing the anomalies on that particular character, it was imported to the scene no problem. Yet opening the original Max file shows that the model still has around 150 T-verts that seem to be fixed when triangulation occurs. My current project for uni is the creation of a modular castle. All pieces have been completely quadified and all show vast amounts of T-verts that most sources only seem to tell me to avoid and not much else.

These models are created for importing into Unity and I am basically wondering if these T-verts actually require fixing. Additionally, any advice anyone can give as to how and when I should pay attention to these t-verts would be highly appreciated. If people require a screenshot, just ask. Learning topology I swear is the most stressful thing I’ve ever tried to learn. Thanks