I have transferred a texture across objects using the "Data Transfer" modifier. But when the texture is on the new object, the textures are split apart strangely (along the seams). How can I fix this? Because I'm planning to sell this object, I've uploaded a photoscan file with the same problem (it always seems to happen.)
- Delete Data Transfer modifier.
- Create a UV map.
- Create a new image in the image editor.
- In the low poly object's material nodes, click the blue thing to make it a separate material from the original object's.
- Unlink the image from the Principled BSDF and select the new image.
- In the original material, plug the texture into the Material Output.
- Select the original object then the low poly object so that it is active.
- Make sure the disconnected image node is selected in the node editor.
- In Properties Editor → Render Properties, set up the Bake section something like this.
(This section is only available for CPU rendering.)
The Extrusion setting is the one to fiddle with.
- After setting the render samples to a low number (1 worked for me), click Bake.
This should leave you with a nice new image texture that will work with the UV map that you created.
The problem with the data transfer modifier not transferring seams is that the original model didn't have any UV seams marked.