It sounds like you want to transfer a map between uv spaces.
If that's the case then rendermapping will do the trick.
set one mesh with the old uvlayout/topology to a simple tree with just
the map plugged straight to color, and rendermap (with a minimal camera
distance from the surface) it to the new mesh/uvlayout. Make sure you
over-res, and unless the two volumes are wildly different, you should
get away with minimal to no clean-up.
******************************
| Raffaele Fragapane |
| Rising Sun Pictures |
|"The only way, is all the way"|
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Tim Leydecker wrote:
I´ve a highrez ZBrush character mesh, some 12 mio triangles.
The lowrez base modeled in XSI needs to be changed to
reflect client suggestions which may usually result in having
to redo the ZBrush detailing but I´m looking for a shortcut.
Could anyone recommend a good XSI way to transfer at
least a 16bit texture map (for displacement) from the one
topology to another?
I´ve been experimenting with Gator (for transfering UVs
on meshes with non-identical pointorder which worked fine)
but am not sure I could also nicely transfer a texture this way?
Cheers
tim
P.S: I could also use ZBrush to "paste" the highrez
details - using the ZProject brush- onto the new
geometry but I would prefer to have a good start
using a displacementmap and just finetuning that.
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