![]() This is why the worflow everyone is using is to FIRSTLY, completely fix the geometry, THEN, find a way to UV parametrize the whole geoemetry and texture it. If the sculpted changes are small, you might be fine, because the UV map is not stretched too much, but guess what happens if you exxagerate? Filling a hole means adding geometry, and how is that new geometry mapped in the UV space? if the hole is really small, and you are lucky its whole border is ont he same UV island, thare might be a reasonable way to map it, but, again, in the general case? ![]() But there is no general solution for creating a new texture combining existing maps.Īlso Sculpting & hole-filling while preserving the parametrization is kind a unicorn. This made it a lot easier to select edges. It might be possible to resample texture color on the geometry as vertex color, as both input and output space are known. First, I installed the free instant mesh addon to decimate and clean up the mesh. Rotate the mesh to make selecting easier. Select either the desired points or the unwanted points using the Select Vertices tool. you generate a NEW geometry that is the result of some resampling of the original ones (like Poisson merging does, to be clear), you lose the original parametrization, and there is no automatic way to reconstruct a new UV map + texture images. Open the file that was taken from the Kinect in MeshLab. If you MERGE, in the geometrical sense, i.e. Would help if you could share more about your specific problem, maybe adding some pictures of what you're trying to achieve. Either way, your merged geometry should be free of overlapping vertices. If you instead prefer to keep your old textures compatible with the new geometry (untested), you could project your old UVs onto the geometry, as opposed to letting Blender decide the UV layout for you. ![]() To continue with MeshLab processing, convert CSF to. I tried it but filling hole isn’t so good. If you enable the normal vector display within Simplif圓D (View >. Try to fill the hole of your model with Meshlab with good result or not but it’s free ale211734. This indicates holes in the mesh or triangles that are oriented in the wrong direction. If you still want multiple texture files, you could manually distribute your UV islands between multiple UDIMs before baking. Select the hole area (use select visible), press delete (hole opens up) and go to Polygons -> Fill Holes -> Fill Method Fill -> Deselect Apply Boundary. After filling the appropriate holes, save the result CSF file (its size here is about 49 MB per ear). Filling hole is an open problem in computer science and in math. The result is a single geometry with a new unique texture file that contains all previous data. All I got left to do is UV unwrap my new geometry and project (aka bake) the old texture information onto the new coordinates. The UV coordinates are indeed lost in the process, but my old textures are still accessible via the original, unmerged set. I would then merge a duplicate set of my meshes into a single geometry. What I usually do is bring my meshes to CloudCompare, align them, export them as OBJs, import them back to Blender.
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