• Transferring UVs from meshes, but one mesh is slightly different.
    6 replies, posted
Hello, blah blah blah, I'm working on a mod restoring the L4D beta, blah blah blah, trying to transfer uvs So here's the issue, So we have two of the same meshes, but one is slightly edited. The eyes are closed and it's in a fixed position. My friend was able to get the UV to transfer to a point, but it does this: [IMG]http://puu.sh/cZLO5/a8b467edb8.jpg[/IMG] Does anyone know how to fix this, or transfer UVs when the meshes differ slightly?
Ugh 3ds Max. Anyways, did you remove / add any geometry? Doing will mess up the face and vertice IDs for the model, and since the .UV file you probably used to import the unwrap relies on those IDs you're having a problem. I don't see how you could do anything but manually unwrap it.
Are those the beta infected? Cause those looked way scarier than the ones used during the games initial release. Best of luck to you!
[QUOTE=Siccity;46542333]Ugh 3ds Max. Anyways, did you remove / add any geometry? Doing will mess up the face and vertice IDs for the model, and since the .UV file you probably used to import the unwrap relies on those IDs you're having a problem. I don't see how you could do anything but manually unwrap it.[/QUOTE] Valve removed the eyes on the model and welded the eye lids, i have one with eyes but the mesh is really disformed, but the mesh has the same vetexes i believe [editline]21st November 2014[/editline] [QUOTE=SonicHitman;46542849]Are those the beta infected? Cause those looked way scarier than the ones used during the games initial release. Best of luck to you![/QUOTE] Yes these are the beta infected
so I asked him to use a mesh more similar which I believe has the full geometry, just a morphed up mesh, and it did the same thing as before
Bumping because this is currently the only way we can get the old infected back in-game, and we wish to have them back in-game, so if anyone could explain how to fix this issue, that would be sick [QUOTE=Siccity;46542333]Ugh 3ds Max. Anyways, did you remove / add any geometry? Doing will mess up the face and vertice IDs for the model, and since the .UV file you probably used to import the unwrap relies on those IDs you're having a problem. I don't see how you could do anything but manually unwrap it.[/QUOTE] or explain how to manually unwrap it, I have no idea if anyone on the team knows how to do that.
Ugh, Max.... Well, anyways, try removing all marked seams on the mesh and then adding seams along (you don't say) the UV seams e.g. the edges of the UV map. Then, just unwrap it and start manually UVing with soft select in the UV editor or Blender's proportional editing.
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