Member maxt Posted March 16, 2016 Member Report Share Posted March 16, 2016 hello, I'm learning 3D Coat (v4.5), and here is a problem I hope to get some help about, because reading the docs and watching many tutorials was not sufficient for this. All I need is directions on the best workflow, I will try to work out the details myself. I've got two scanned meshes of two different people. Both have their own UV maps and texture file. What I need to do is transplant the head of guy #2 on the body of guy #1 and keep the proper texture (texture 2 for head and texture 1 for body). Best if the textures can be combined in a single jpg file, but not really a must. I got very close to do this in sculpt room: - open model 1 - cut off it's head - import head of model 2 - resize head and align it to the body but then the original UV maps are gone and even merging the two model parts fails the boolean operation because of self intersections. What is the reccommended workflow to achieve this ? Thank you in advance Massimo Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted March 16, 2016 Contributor Report Share Posted March 16, 2016 Self intersections can be avoided by using Voxel rather than Surface mode. Plus you don't need to actually join the head to the body thereby reusing the original UVs and textures. This is done in the Retopo room by importing your original maps and in the paint room by importing your original textures. Quote Link to comment Share on other sites More sharing options...
Member maxt Posted March 16, 2016 Author Member Report Share Posted March 16, 2016 Thanks a lot indeed ! extremely useful, I made quite a progress and started to see the light in grasping 3DCoat philosophy Paint room: - opened guy1 in paint room and saved UV map and color albedo map - same actions with the head. Sculpt room: Opened guy 1 as voxels and chopped his head imported the head for voxelisation positioned the head wih the Gizmo (very slick tool, once you get the logic) merged all visible layers so far perfect and easy now, in retopo room, how do I import the two UV maps again and apply them to the new frankenstein guy ? the texture part in paint room should be OK, I can do it, I think. Anyway I'll take these pointers to go through the manual again, diving deeper in the relevant parts Quote Link to comment Share on other sites More sharing options...
Advanced Member Gary Dave Posted March 16, 2016 Advanced Member Report Share Posted March 16, 2016 (edited) I'm not sure how 3dc would handle something like this, but if using a traditional modelling application here's the sort of pipeline I would use:2 models - one with the head removed, the other as just the head. Attach the head onto the body, making it all one whole model. (Both models at this stage are still using their own texture sheets) Create a 2nd/additional map channel on this new Frankenstein model. Layout the new UV's for the body and head on this channel. (since you're not altering the original map channel, the UV's/Texture for both models will not change) Do a texture bake onto the 2nd map channel, this will transfer all texture information from Channel 1 to the new UV's on Channel 2. Delete map channel 1, and assign map channel 2 as the new map channel 1 (make sense!?) Now your new texture, has the head of body#1, and the body of body#2, can be applied on your new frankenstein mesh as channel 1. As I say though, I don't know how to do this in 3dc. Edit I'm not sure why someone has marked this thread as answered, and is using your "answer" to do it, where you're quite clearly still asking for help. Edited March 16, 2016 by Gary Dave Quote Link to comment Share on other sites More sharing options...
Member maxt Posted March 17, 2016 Author Member Report Share Posted March 17, 2016 thanks a lot. don't know either why they "answered" the thread Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.