PerttiA Posted February 25, 2010 Share Posted February 25, 2010 Is it possible to "copy" the form/outline of mesh no:1 to mesh no:2 in Blender, without changing number of vertices or the UV-mapping of mesh no:2? Mesh 2 has the UV-mapping and textures I would like to use, and mesh 1 has the shape. Link to comment Share on other sites More sharing options...
BulletSix Posted February 25, 2010 Share Posted February 25, 2010 hmm ...theoretically it is possible by moving the vertices/faces/groups of mesh 1 to "fit into" mesh 2. e.g. making the diameter of an gun barrel smaller or bigger or moving a bump in the mesh or something. i say "theoretically" because of two things: a) changing a shape of something can lead to strange effects regarding a texture.e.g. if you have some letters on a wall and change the wall to be oval instead of being rectangle, the letters could very well look funny ;)b) be sure that it isn`t easier to remake parts of the mesh and fit the uv`s of the new faces into the existing one. It depends very heavily on what exactly you have in mind :) and as far as i know, there`s no easy way to do it (using a script or something), you`d have to make it "by hand". Link to comment Share on other sites More sharing options...
BarryTGash Posted February 25, 2010 Share Posted February 25, 2010 In addition, most 3d apps will add their own ordering of vertices and/or faces to the mesh you adapt. If you can describe more indepth what you're doing, might be able to offer more specific advice. Link to comment Share on other sites More sharing options...
Ghogiel Posted March 2, 2010 Share Posted March 2, 2010 you could project the textures from 2 different meshes. you get the same texture, but baked onto a different UV layout,depending of the shape differential between the meshes, you could get good results. so you would bake the texture off of mesh2 onto the UV layout of mesh1. Link to comment Share on other sites More sharing options...
TheChan Posted March 2, 2010 Share Posted March 2, 2010 If you are baking normals, I'm pretty sure you don't need to unwrap the high poly. If that's not what you are talking about, sorry. Link to comment Share on other sites More sharing options...
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