Hi everyone, heres a quick question that I'm hoping to get a quick answer to
Basically I UV mapped my character, I then exported it to zbrush as an .OBJ file and then brought it back to Max as an .OBJ file, when I unwrapped it in Max again all the UV edges are open! I've seen someone sometime fix this with one click before, anyone have any ideas of how I can weld all the seams together again, without welding each one individually of course as I need this character finished for tomorrow! Here's a screen to show my problem:
Thanks for the help
Replies
Keep in mind if you have overlapping islands this could cause problems as max doesnt seem to check if the Texture Verts share a geometry Vert when welding
Edit
What i wonder is why you dont use your original mesh with the good unwrapping? have you changed to shape of the low poly?
Try loading your old model into the scene selecting it and then selecting the new one.
enter this script and run it
if your models still share the same topology and vertex orders this will copy the old uv's over.