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Texture Transfer: Move a Texture onto a New Mesh

Drop the textured original and the new mesh of the same object. For every pixel of the new texture, a ray finds the matching spot on the original and copies its colour, metal, roughness and glow. You get one GLB with one material, plus PNG maps. If the new mesh has no UVs, it gets new ones.

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How to transfer a texture to a new mesh

  1. 1

    Drop the textured original

    The model that has the look: GLB, FBX, PLY with vertex colours, or a ZIP with the OBJ, MTL and texture files.

  2. 2

    Drop the new mesh

    The same object with new geometry: a retopo, a decimated copy or a remesh, as GLB, OBJ, FBX, PLY, STL or DAE. UVs are optional.

  3. 3

    Line them up

    Auto-align fits the new mesh onto the original by its bounding box. Turn or nudge it if the overlay does not match.

  4. 4

    Transfer and download

    Get one GLB with the new material, plus PNG maps and a mask of the spots no ray reached.

When you need a texture transfer

After retopologyA clean quad mesh from Blender, ZBrush or AI retopology has new UVs (or none), so the scan or AI texture no longer fits it.
After decimatingA model cut down for the web, a game or AR keeps its shape but loses the old UV layout.
Many materials into oneA model with several materials and textures becomes one mesh with one material and one texture set: fewer draw calls.
New UV layoutMove a texture from messy or overlapping UVs onto a clean unwrap of the same mesh.

What moves over, and what does not

Base colourYes: texture times material colour times vertex colours, as the original shows it.
Metal and roughnessYes, when the original has maps for them or its materials differ. Written as one glTF metallic-roughness PNG.
Emissive (glow)Yes, when the original glows. Its strength is kept in the GLB.
TransparencyYes, alpha from the base colour, with the original’s blend or cut-out mode.
Normal mapNo: that is geometry detail. Bake it with the Normal Map Baker from the same two models.
Animation and rigNo: the result is a static mesh in the new mesh’s own position.

Good to know

  • Both models must show the same object. Auto-align matches their boxes; if one was turned on export (Y-up vs Z-up), use the quarter-turn buttons, then check the overlay.
  • Deep cavities, folds and parts the new mesh skips can be missed by every ray. Those pixels are filled from the colours around them and marked in the gaps mask, so you can repaint just them.
  • New UVs are made with the same chart unwrapper as our UV Unwrap tool. It is fast and seam-aware, but a hand-made unwrap packs tighter.
  • Original up to about 2 million triangles and new mesh up to 300k on a desktop. Map sizes 512 to 2K on phones, 4K on desktop.
  • Compressed textures (KTX2 / Basis) cannot be read in the page. Save the model with PNG or JPEG textures first.
  • Nothing is uploaded: both models are read and processed on your device. Close the tab and they are gone.

Retopo, transfer, finish: keep the look on the clean mesh

Make the clean mesh with AI retopology, bring the texture back here, then fill the gaps or sharpen it. The transfer is free; the AI tools use credits.

Need the bumps too? Bake a normal map from the same two models. Want it sharper? Upscale the texture.

Frequently Asked Questions

Texture transfer copies the look of one 3D model onto another mesh of the same object. For each pixel of the new mesh’s texture, it finds the closest spot on the original surface and reads that colour. It is what you do after retopology or decimation, when the old texture no longer fits the new UVs.
No. If it has none, or its UVs overlap or fall outside the 0 to 1 square, the tool makes a new non-overlapping layout first. If it has good UVs, you can keep them, which is best when the mesh is going into a game or a scene that already expects that layout.
It is free with no signup, and nothing is uploaded. Both models are read and processed inside your browser by a Web Worker on your own device. The GLB and PNG files are saved straight from the page.
Yes. What you make here is free for personal and commercial use, and no attribution is needed. The rights to your own models and textures stay with you.
A ray can miss when the two meshes do not overlap well, when the ray distance is too short, or in deep folds the new mesh does not follow. Those pixels are filled from their neighbours and shown in the gaps view. Raise the ray distance, fix the alignment, or repaint just those spots in AI 3D Texturing.
No. A normal map bake copies surface detail (the bumps) from a high-poly to a low-poly. Texture transfer copies the colour and material. They use the same rays, so you can run both on the same pair of models: transfer the texture here and bake the normal map in the Normal Map Baker.
Yes. Drop the same model as both the original and the new mesh and choose new UVs. Every material and texture of the original is read into one texture set on one material, so the GLB draws in one call.
The textured original can be GLB, FBX, DAE, a PLY with vertex colours, or a ZIP with an OBJ, its MTL and textures. The new mesh can be GLB, OBJ, FBX, PLY, STL or DAE. Files up to 100 MB. You get a GLB and 8-bit PNG maps at 512, 1K, 2K or 4K.