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guys. I, a Maya user who was asked to adapt my routine to Blender, ran into the following problem: After retopologizing a Marvelous Designer mesh in Zbrush in a way that preserves 3d placement of seams, I try to transfer the UV map from the original mesh to its retopologized version in Blender with Data transfer modifier, but I either get ripper borders (both meshes are split along seams) or messed up inner parts. enter image description here I've tried all Face corner data options, increasing Island Handling refinement, scaling meshes to real-world size + increasing Island Handling refinement. The only thing that works is splitting meshes by UV islands and transferring individually. While I know a way around it, I am pretty certain it is possible to set this modifier to give me the results I want right away ( like in Maya)

I'm using Blender 2.78 Here's my file

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  • $\begingroup$ Have you tried to shrinkwrap the retopo on the original before the data transfer? (so that you have close geoms) $\endgroup$ – lemon Aug 30 '19 at 18:02
  • $\begingroup$ Hi. Thank you for your suggestion. I've tried and it still happens :( $\endgroup$ – mauvemorn Aug 30 '19 at 19:54

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