(Blender) How can I take the head of one model and putting it onto another body?
2 replies, posted
Without ruining the topology?
I want a model of Power Girl only with Shani's head, using Daz as the body, but I don't really know how I could take her head and put it onto that body without fucking up the topology.
I haven't got started on anything yet but I know about taking the head of one model and attaching it to another body and how shit it can be to clean up the topology, since the Daz body is in Quads whereas most game character heads will be Triangulated, I'll already have to 'Quadify' the Triangulated mesh and clean up parts like I've done before, but the topology between one model and another, I'm just wondering if there's a quicker way to do this rather than creating more vertices to attach if required.
Ah yes, to "make a power girl model".
Jokes aside, the best way to do this is not to touch any of the model's topology like you tried, also you can triangulate the quad body with no problem (in fact you should do it in this case), but if you don't want to break a model don't ever try to "quadify" a tri model, unless it was triangulated beforehand (examples are models that have been ported into source, which requires tris).
Hopefully there is clothing to separate the head from the body because if not, you will need to change the texture to match, and that could take a lot of trial and error.
Having said that, just stitch together the head to the body, move each vertex as close as possible and then if you're on blender select both of the edge loops with shift+alt+mouse1 and then search with spacebar "Bridge edge loops" , it will give you the option to merge instead of just adding faces, so check that box.
Alternatively select each vertex to the opposing one and press ALT+M to merge the 2, this gives you more control but it's much more time consuming and I assure you not even a guy who works for pixar would bother, especially since the bridge edge loops function merges and extra vertice automatically, which would suck if you're making a quad only model, but we're not, since you probably already triangulated the square model.
I haven't triangulated the square model, it's for use in Blender itself, I don't plan on moving this to a game engine.
But I'll try what you suggest anyway, thanks.
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