Hi!
I´m trying to achieve the following process:
1. I have a character build out of several mesh-parts. Some of the extras intersect the main mesh. Each Mesh has a good topology+UV and is well textured with diffuse, normal maps etc.
2. Now I need this multi mesh character fused into a single mesh with no "inner parts" just one single closed shell mesh.
3. While fusing I want to keep as much of the old topology as possible, as it is a well made topology. Perfect would be if only the new connection meshes that are necessary to build the new shell mesh are fused into the existing ones.
4. I want to bake the different UVs into one and keep all textures incl. normal maps etc. in there original place fitting to the new fused shell mesh.
Now my questions:
1. Is this process achievable in 3dcoat (or another tool)? If yes then are there any tutorials on that or what are the main steps/functions to use?
2. If not all of the wishlist is possible, which of the steps are possible? And for the non achievable parts: Are there workarounds?
Thanks!
Sascha