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Is it possible to merge a head with UV/Texture and shape data with a body that has UV data without losing these data?
I’ve searched for how to set up multiple UVs in the Help file but I still don’t know how to do it. I don’t think GATOR will transfer attributes to a cluster or polygon selection.
I know I can reposition the UVs before the merge so that they don’t overlap after the merge and then check to keep UVs during the merge process. However, I would like to be able to do this without having to reposition the UVS. I would like the head to still be able to take advantage of a full texture space and I want the same for the body.
Is any of this doable? If someone could just point me in the right direction I would really appreciate it.
For some reason it is working now. I went through the merge procedure several times before it finally worked correctly. Strangely, the position of the head relative to the body did seem to make a difference.
Replies: 1
I do it all the time using Merge. You just have to make sure you hit the merge button for “Materials,UVs,Vertices,..”
that is in the Merge Meshes pop-out.
I know I can reposition the UVs before the merge so that they don’t overlap after the merge and then check to keep UVs during the merge process. However, I would like to be able to do this without having to reposition the UVS. I would like the head to still be able to take advantage of a full texture space and I want the same for the body.
If you use GATOR’s merge Materials/UVs option (in the merge PPG), it should transfer the UV’s and materials automatically. The UVs may look like an overlapping mess, but with each cluster using its own material/texture, the end result will look right.