Similar questions have been asked but i couldn't find one fitting my situation. So i've reshaped a boot model to be used with a new series of textures. Every single vertex has been moved. How do i correctly update the uv map? i've tried unwrapping the mesh again but it repositions the islands (in picture: left - original, right - unwrapped). how do i get it to respect the original layout or update the map without unwrapping? thank you enter image description here

  • $\begingroup$ You can bake all textures from old mesh to new UV map. Choose old mesh with right textures, select new mesh (adjusted) and bake textures in "from selected" mode. $\endgroup$ – Serge L Oct 28 '17 at 10:18
  • $\begingroup$ could you please provide a step-by-step? $\endgroup$ – Nikolay Oct 28 '17 at 11:11

ALT + RMB to select Original mesh

ALT + SHIFT + RMB to select New mesh

enter image description here

TAB to enter Edit mode

A to select all

Open UV Editor menu

Press + button to add new image, you may want to increase default resolution or leave as is, then click OK

enter image description here

In Render Tab find Bake menu and click Bake

enter image description here

| improve this answer | |
  • $\begingroup$ i did as instructed and all it got me was a black UV map screen with the same unchanged mapping layout. $\endgroup$ – Nikolay Oct 28 '17 at 18:01
  • $\begingroup$ It is hard to tell what is wrong without actual .blend file. Also this method is more suited for objects with similar shape, because baking depends on distance and it will go bad, if there is some inersecting geometry between meshes. $\endgroup$ – Serge L Oct 28 '17 at 18:45

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.