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.
How to transfer a texture to a new mesh
- 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
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
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
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 retopology | A 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 decimating | A model cut down for the web, a game or AR keeps its shape but loses the old UV layout. |
| Many materials into one | A model with several materials and textures becomes one mesh with one material and one texture set: fewer draw calls. |
| New UV layout | Move a texture from messy or overlapping UVs onto a clean unwrap of the same mesh. |
What moves over, and what does not
| Base colour | Yes: texture times material colour times vertex colours, as the original shows it. |
|---|---|
| Metal and roughness | Yes, 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. |
| Transparency | Yes, alpha from the base colour, with the original’s blend or cut-out mode. |
| Normal map | No: that is geometry detail. Bake it with the Normal Map Baker from the same two models. |
| Animation and rig | No: 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.