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Flip a retopo'd model and its UVs


arumiat
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Hi guys,

I've created a half of a skull model, retopo'd and baked for Unity.

I'd now like to generate the other half of the model (ie apply symmetry to the original half) without 'starting from scratch' as it were.

I tried taking my initial model into Blender, applying a mirror modifier & flipping my original normal map around the vertical, but unfortunately it looks as though Blender did not automatically flip the UVs together with the model. I also ran a test in Blender by ticking the 'U' and 'V' when applying the symmetry modifier, but this didn't fix the issue.

Is there a way to do this easily in 3DC? The retopo menu has some symmetry options but I can't see that they do anything currently. Otherwise I'm looking at mirroring sculpt, retopoing mirrored sculpt and baking (not the end of the world, but it seems like there should be a faster way).


Thanks in advance,
T

Edited by arumiat
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I don't know why mirroring the sculpt > symm copy the retopo mesh wasn't done before baking. That is the normal procedure, so I wouldn't see that as taking the long way around....when you realize that you probably should have done that in the first place. It really isn't that many additional steps. Symm copy your Sculpt > Symm Copy your Retopo Mesh > BAKE > Export. 5mins tops?

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  • 2 months later...
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So I've got the centre & left side of my model done:

skeleton.PNG

 

I'd like to now clone with symmetry the left front and back legs so that the UVs and painted textures are mirrored / shared. I've realised the work-flow is still not clear to me. Do I:

1. go ahead and clone these regions with symmetry -> retopologise one side -> mirror onto the cloned side somehow

2. retopologise everything now -> then clone desired regions (L&R front legs) with symmetry?

3. something else?

Thanks in advance.
T

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