Member thedaemon Posted April 13, 2011 Member Report Share Posted April 13, 2011 I posted this question in normal map seams thread but I believe it will go unnoticed there. I have a mesh that I've created UVW map in 3d-coat and textures in 3d-coat. I found out that I need to add more polygons to my mesh. So I went back to wings3d and added more polygons. How do I replace my current object with the new one whilst keeping my uvw map and texture layers? Thanks Quote Link to comment Share on other sites More sharing options...
Member thedaemon Posted April 14, 2011 Author Member Report Share Posted April 14, 2011 Hello?? Quote Link to comment Share on other sites More sharing options...
Advanced Member The Candy-floss Kid Posted May 2, 2011 Advanced Member Report Share Posted May 2, 2011 I've never tried this but.... in zbrush you can convert a texture map on a ztool tool to polypaint then using retopo functions - project detail onto a new topology mesh. The project feature (Tool>Projection) within ZBrush projects topological changes as well as polypaint information to the new topology mesh - then the polypaint info on the new topo mesh can be converted back to a uv texture. The issue would be that the projected detail would be the detail of your original mesh on your new topo modified mesh but perhaps these could be re-sculpted to suit the newly cut geometry - or perhaps modified by a copy of the geometry modified mesh using the projectall in subtools? In Topogun I believe you can also bake ZBrush polypaint detail from a hi-res Brush polypaint import on to newly created geometry. Just an idea or two and really the best I can suggest in the circumstances but perhaps there is some other technique with cheating vertex id's and u positions etc within other apps having modified geometry after uv's? Quote Link to comment Share on other sites More sharing options...
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