View Single Post
# 6 23-08-2009 , 10:28 AM
der_lutz's Avatar
Registered User
Join Date: Oct 2008
Location: germany, nürnberg
Posts: 15

UV Transfer

yeah, i figured that out, too. i don't have that corrupt geometry problem anymore.
either way, my UV transfer crashes.

but i found something out:

i made a copy of my sub-d model and modified it to map the UVs. i also did "average vertices" and remodeled the legs to get primitive geometry (like cylinders) for mapping.

when i do average vertices on my original model as well (just for a test), at least the UVs of the head are transferred correctly.

i don't get it: in this tutorial, they said you can transform the geometry (that is, its copy) as long as you don't change the number of vertices, and that's exactly what the do the whole time...
i got the feeling, the transferred UVs are only correct, where the copied model is exactly the same as the original.

can somebody confirm this or correct me? is there any secret option box like "keep UVs in world/local space"?


maya 2010;
mac pro 4x2.66, 7GB RAM, ATI 1900XT, max osx 10.5.8