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Meshlab filling in holes7/4/2023 ![]() ![]() This is why the worflow everyone is using is to FIRSTLY, completely fix the geometry, THEN, find a way to UV parametrize the whole geoemetry and texture it. If the sculpted changes are small, you might be fine, because the UV map is not stretched too much, but guess what happens if you exxagerate? Filling a hole means adding geometry, and how is that new geometry mapped in the UV space? if the hole is really small, and you are lucky its whole border is ont he same UV island, thare might be a reasonable way to map it, but, again, in the general case? But there is no general solution for creating a new texture combining existing maps.Īlso Sculpting & hole-filling while preserving the parametrization is kind a unicorn. It might be possible to resample texture color on the geometry as vertex color, as both input and output space are known. you generate a NEW geometry that is the result of some resampling of the original ones (like Poisson merging does, to be clear), you lose the original parametrization, and there is no automatic way to reconstruct a new UV map + texture images. If you MERGE, in the geometrical sense, i.e. Launch the Close holes filter and check the Close holes with selected faces option. Would help if you could share more about your specific problem, maybe adding some pictures of what you're trying to achieve. If you are working with more complex shapes that can't be selected with a box, just select one hand and press ctrl-+ to invoque the dilate selection filter several times until you have selected the whole arm. ![]() Either way, your merged geometry should be free of overlapping vertices. ![]() If you instead prefer to keep your old textures compatible with the new geometry (untested), you could project your old UVs onto the geometry, as opposed to letting Blender decide the UV layout for you. Notice an unusual phrase 'closing a hole. If you still want multiple texture files, you could manually distribute your UV islands between multiple UDIMs before baking. I have not used meshmixer, but both blender and meshlab have features to repair non-manifold meshes, including a way to manually fix large holes. The result is a single geometry with a new unique texture file that contains all previous data. Jump into edit mode and make sure all geometry is deselected first, then go Select > All by Trait > Non-manifold Geometry. All I got left to do is UV unwrap my new geometry and project (aka bake) the old texture information onto the new coordinates. I tried to redo and repair the hole-filling in MeshLab. The UV coordinates are indeed lost in the process, but my old textures are still accessible via the original, unmerged set. So I know Meshlab is built on top of an opensource VCG Library found here so I figured Id be able to find which part of the code is involved in the Close Holes filter but Im having some trouble. This left my 3-D model with holes between the wings and the head and the tail and the head. Personally I use MeshLabs (Filter>Remeshing>Close Holes. I would then merge a duplicate set of my meshes into a single geometry. As far as i know there is no simple way for complex holes (would be glad if there was). What I usually do is bring my meshes to CloudCompare, align them, export them as OBJs, import them back to Blender. ![]()
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