Texturing after external re topology

It is possible to reproject textures after re-topology and custom unwrap. The only constraint is to NOT modify scale/orientation of the model, in order to stay in the same 3D space as the original reconstruction.

To retexture a user mesh, your need to remove the input connection on Texturing node’s inputMesh (right click connection \Rightarrow Remove) and write the path to your mesh in the attribute editor. If you have custom UVs, they will be taken into account.

You can also duplicate the original Texturing node (right click \Rightarrow Duplicate) and make changes on this copy. It should look like this: image

(optional) You can also set ``Padding`` to 0 and check ``Fill Holes`` instead if you want to completely fill texture’s blank space with plausible values.