Post
by mc_axe » 07 May 2016, 22:05
I was able to reproduce this kind of bugged surface.(like in video)
Basically verts appear elsewhere when you try to draw on a polygon that is somehow already wrong or too complex.
You can see what is wrong after adding the bugged components, if you select this single polygon that got bugged (with polygon selection) , for example in my case i found that the polygon was flooding" in a nearby polygon, and it was actually one on top of the other. (because of too much freestyle painting, it got bugged)
If you want to fix your actual mesh without loosing it, delete all polygons that messing out with each other or seem wrong, and recreate them (with create polygon tool) but this time split the polygon in more parts, split in more parts is the key, try to preserve a topology that is "doable".
By doable i mean easy for the triangulator to not make mistakes.
make sure you avoid creating complex polygons, always try to keep a basic topology, you got to help the triangulating engine work properly.
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The most simple case for the triangulator is a polygon with one of its vertexes that can "see" all outer vertexes in same polygon. Of course this rule might be too much. Cause triangulator can use more than one verts ,but is easy rule to remember and can keep you away from getting into more trouble.