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How do you join a textured and retopologised head to a body mesh?

small99
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I want to try using the Wrap3d / Texture XYZ workflow on a head sculpt, where it auto retopos your sculpt to one of their meshes so you can use all the texture maps 

but I'm not sure how I would put the head back onto the body whilst keep all the maps and same topology 

Replies

  • pior
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    pior grand marshal polycounter
    Well ... to some extent you've pretty much answered your own question already : you get the output from Wrap, then attach it to whatever body you need it to be attached to (either by actually welding verts, or by just manipulating normals at the edges to make things visually seamless). Wrap3 doesn't "autoretopo" anything BTW, it wraps a readymade mesh around another mesh. What you do with it from there is up to you.

    If this is still unclear, post your actual attempt (screenshots of your actual sculpt and actual attempt at using Wrap on it). IMHO you are simply being somewhat confused by the process because you are merely just thinking about it instead of doing it.

    Meshes can be welded in all sorts of ways, UVs can be edited to be whatever you like, and textures can be transferred/baked from one mesh to another. But from your own description of what you are trying/hoping to do, you are probably not quite comfortable enough yet with textured 3d models for all of this to make sense. More specifically it sounds a lot like that you don't have experience in handling a character with multiple UV sets.
  • pxgeek
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    pxgeek interpolator
    The more "typical" workflow for these type of assets would be to wrap the asset to your mesh and transfer/bake the maps (without the need to mess with your geometry). Asset vendor should also have tutorials/documentation to show you how to do it (i.e. tex xyz has videos for their Vface assets).
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