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Wings 3D Development Forum Wings 3D Interface & Usage How To v
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Welding objects that were already UV mapped

 
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Welding objects that were already UV mapped

micheus
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Forum's Admin and Support | Bug fixer
Posts: 3,675
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Joined: Jun 2012
#1
06-04-2021, 02:04 AM
It may not be a usual procedure depending of your workflow, but weld/glue two meshes that already have UV information can mess up our work.

Commands like the boolean ones, Weld and Bridge are some of those that can "destroy" your UV mesh.

I'm going to show a possible solution to connect meshes without loose all the work we already have done.

The goal here was to connect all the branches to the trunk. In this image we have at left the tree object with the branches only positioned on their placement. One by one I move them out a little bit to enable me to use Bridge. The result is in the right image:

[Image: Tree-before-after-bridge.png]


To preserve the UV information we are going to cut the UV meshes (islands) that are surrounding the edges to be connected:

[Image: Tree-branch-bridge-1.png]


[Image: Tree-branch-bridge-2.png]


After that we create the "hole" on the trunk to connect the branch:

[Image: Tree-branch-bridge-3.png]

Then, we start to work on the piece that is now connecting both trunk and branch:

[Image: Tree-branch-bridge-4.png]


[Image: Tree-branch-bridge-5.png]


[Image: Tree-branch-bridge-6.png]


[Image: Tree-branch-bridge-7.png]


[Image: Tree-branch-bridge-8.png]


[Image: Tree-branch-bridge-9.png]


And here is the final result:

[Image: Tree-uvmapped.png]
[Image: tw.png] @MicheusVieira [Image: yt.png] @MicheusVieira [Image: da.png] Micheuss [Image: ig.png] micheus4wings3d
* Wings3D Team stands for: Björn and Dan
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