The normals are not flipped that was one of my first thoughts. All the normals are facing outwards. I find it far easier to get normals to face correctly in blender where I can set the mode to draw normals.
I lack the knowledge to understand. closed edge loop? what edge? N-gon? that would imply a polygon with N sides but there are only triangles in the model.
The normals are not flipped that was one of my first thoughts. All the normals are facing outwards. I find it far easier to get normals to face correctly in blender where I can set the mode to draw normals.
I lack the knowledge to understand. closed edge loop? what edge? N-gon? that would imply a polygon with N sides but there are only triangles in the model.
Edges are basically the lines that surround a face or polygon. An edge loop is basically how these edges connect or loop around a model.
http://img.photobucket.com/albums/v217/AnOldFriend/Concepts/EdgeLoop.jpg
The image above shows what I mean by closing the edge loops.
I have read somewhere or been told perhaps that not only are bad edge loops or n-gons bad for deformation but can also slow down the engine when trying to breakdown your model into tri's which will cause a reduction in performance. Maybe I am ill informed or perhaps it doesn't even appply here as they are already in tri's. I am not a professional or even very knowledgeable on technical matters, just something to consider I guess.
As for your original question. If it is a vertex color problem (note: not exactly sure the process in blender) try adding another vertex color (paint) modifier and just go over the area again. :S