Transferring or Copying UV. Mapping

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  • wargiswargis Posts: 142
    edited December 1969

    Hello! I have the same problem, but with a single object and need your advice about transferring UV maps between objects. Recently I've edited a pair of converted boots in Hexagon (they were pre-grouped in Autogroup editor) and after all rotating, cloning, etc. parts of boots were dialocated and now between them there're narrow seams -
    http://i58.fastpic.ru/big/2014/0202/6b/82a53381d8d9bef51ae75ab46891056b.jpg
    http://i60.fastpic.ru/big/2014/0202/e0/fb037d087518fcdfb14e864784f4dbe0.jpg
    I tried to export them from Hex with merged equal points (that usually helps) and re-export from Poser with "Weld body part seams" but without any success. The best way I found is to weld edges of parts, that creates a whole new form in Hex and destroys all UV-mapping, and to re-group boots again in AE, but I'm still bad at UV-mapping and hope to use after all that old intact UV-map from old unmorphed boots. The more on morphing I did not change the number of vertices (but have some problems with order, so cannot load morphed boots'feet as Morph Targets). But I need to transfer their UV-map too. As I understand, Hex is unable to do this. How to do this in Blender? Or another UV-mapping software, what is the easiest tool?

  • patience55patience55 Posts: 7,006
    edited December 1969

    wargis said:
    Hello! I have the same problem, but with a single object and need your advice about transferring UV maps between objects. Recently I've edited a pair of converted boots in Hexagon (they were pre-grouped in Autogroup editor) and after all rotating, cloning, etc. parts of boots were dialocated and now between them there're narrow seams -
    http://i58.fastpic.ru/big/2014/0202/6b/82a53381d8d9bef51ae75ab46891056b.jpg
    http://i60.fastpic.ru/big/2014/0202/e0/fb037d087518fcdfb14e864784f4dbe0.jpg
    I tried to export them from Hex with merged equal points (that usually helps) and re-export from Poser with "Weld body part seams" but without any success. The best way I found is to weld edges of parts, that creates a whole new form in Hex and destroys all UV-mapping, and to re-group boots again in AE, but I'm still bad at UV-mapping and hope to use after all that old intact UV-map from old unmorphed boots. The more on morphing I did not change the number of vertices (but have some problems with order, so cannot load morphed boots'feet as Morph Targets). But I need to transfer their UV-map too. As I understand, Hex is unable to do this. How to do this in Blender? Or another UV-mapping software, what is the easiest tool?

    I doubt that it matters which program is used; the gap on the mesh needs to be either welded or bridged together and yes that means a new uvmap needs to be made.

  • wargiswargis Posts: 142
    edited December 1969

    Yes, thanks, I guess it's true. Just another silly question I forgot to ask last time - how to edit a ready UV-layout of a mapped objects, if all mapped objects are mixed together, like in these pants -
    http://i59.fastpic.ru/big/2014/0204/fd/124b9776f9e0bf2f1da59b79eb8067fd.jpeg
    I need to separate these green straps and buckles on the top of pants to put on a custom texture (of the pants only). What UV-mapper can edit such ready UV-layout to move unnecessary elements aside, making more convenient layouts? Of course, I can save these elements as a separate template, but it doubles texture files for clothing. Better to have one image. Maybe, there's a way in Hex to move elements on UV-maps?

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