I created a custom head basemesh with eye closed and wrapped it on a eye-closed head scan. The wrapping was good, but the transferTexture/extrapolate did not work well on the eye section. It works as expected everywhere else on the head though. It looks like Wrap3 did not project texture to a custom mesh topology very well. Any advice will be greatly appreciated!
Wrap should project textures on custom topologies with no problems. Please check UV-mapping on the eyelids/eyes polygons in any 3d-editor. If you added new polygons to some specific basemesh or just modified existing polygons, please make sure that UV-mapping for this polygons had been defined correctly.
Please also make sure that UV-mapping does not have overlaps. If you are using UDIMs, there are U and V parameter in TransferTexture node, so you can explicitly specify to which particular UDIM patch you would like to project.
Thank you very much for the prompt response! I am pretty new to 3D modeling so can you please provide more details as to how I can check for the UV-mapping or what I am comparing the current UV-mapping to. Specifically, when you said ‘make sure the polygons had been defined correctly’, what was the criteria for ‘being defined correctly’ and how to validate that with my custom base mesh.
Thank you for your time!