If you need them to be the same vertex count, don't you need the original vertex order too? In my experience that's not so straight forward to copy unless the mesh happens to be a single contiguous surface. Anyway sounds like you'd be better off setting up a morph from the exported, quadrangulated model to a version of…
New problem found. I use Mudbox for sculpting, and the original mesh comes with split vertices around the UV edges. I welded them before putting them into Mudbox, now I need to split them to get back to the original vertex count. Is that possible? Failing that, is there a way to bind vertices in Mudbox so they stick…
As the game assets are processed to be used by the game engine, the vertices that border the UV islands are split. And they are very weirdly split at that. The torso is split in half, the underside of the breasts are disconnected from the ribcage, and each of the legs separate at the hip. Worse still, the torso is a…
Yeah Skyrim modding woes. I know, I know. Bear with me. I've got quite the conundrum. I want to create new sculpts, as well as modify the skinning for a specific source mesh. Unfortunately, due to parlour modding and all that, there's no access to the source quad meshes. Only the final, game-ready mesh which is in a…