kwhali
Junior Member
Posts: 56
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Post by kwhali on Nov 25, 2017 13:54:09 GMT
I have done the bulk of the unwrapping for a environment mesh of many rooms/corridor. I went into software MeshMixer to slice it up into smaller pieces for culling optimization in game engine. Unfortunately since I did this after unwrap(as the autoseam work a bit better before slicing model), the MeshMixer software did not preserve the UV unwrap. Apart from new triangles created by hard edge splits(Straight cuts through mesh), is it possible for U3D to transfer the UVs, even though vert order is no longer matching?(majority of verts are otherwise overlapping and I was careful to referencing my seams from U3D while slicing to not damage too much). I will try write small tool to do this myself, at least for comparing overlapping verts and transferring the uv over, then repair the breakage that slicing probably caused by introducing extra triangles. It could be nice feature to have in U3D allowing for this workflow of slightly altering the mesh and restoring/transferring UV
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