Hi everyone,
I’ve got two character models, one is the original and another was “shrink wrapped” into another shape, but has the same topology. I’m supposed to transfer the UVs of the original to the 2nd one, but when I do it only half works; it still has the general shape but there are a lot of messed up UVs and cut edges.
Does anyone have any tips? I need to get this done today!
Achtung!: UV Transfer between two similar but different meshes.
Hi Alexa,
If both meshes are exactly the same in topology (have same number of edges, verts etc) you could try creating a blendshape between both models…
…so you would need model-A (original) to transform into model-B (new). Then you should have model-A’s UVs when turning on the blendshape but the look of model-B.
That’s probably a bit confusing to read but try this and hopefully you’ll see what I mean…
Select model B (new) then shift select model A (original)
Animation > Create Deformers > Blend Shape
Go to model A > Channel Box Inputs > turn on blendShape node to 1.
This will animate model A into model B’s shape. You will still have model A’s UV’s to work with.
Hope this helps.
I don’t know if its too late for you to give this a try but,
Assuming this is maya:
If you can snap most of the object to the other one so most or all the verts are ontop of the other character, do that and freeze transformations.
This will only work (hopefully) if the tranform values are identical.
Now use the outliner to select the object with GOOD UVs first and then the object with BAD UVs. Go to Polygons menu list and under “Mesh” click “Transform Attributes” option box.
Set attributes to transfer to “Current uv set”. make sure all others are set to OFF.
Select sample space “Local”,
mirroring = off
flip UVs = off
Search method = “Closest to point”
And apply. If that doesnt work you can try the other sample space methods. otherwise you are probably out of luck and will have to recreate the UVs
If the 2 objects indeed do have the same amount of vertices and the topology is the same, then setting sample space to component should work just fine.
You could even “transfer attributes” the vertex position of the “shrink wrapped” object to the one with good UVs and that object would be identical but still retain the UV map.
good luck either way. Hope this is on maya lol.
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