Help a Beginner! How Do I Join My Mesh Without Breaking the Texture?

Help a Beginner! How Do I Join My Mesh Without Breaking the Texture?

Hi! Total beginner to Nomad and the world of 3D objects here.
All the words and lingo feel scary, panic at the disco! :sweat_smile:

I’m using Polycam and Luma 3D to scan objects that I later import into my Godot project. I wanted to use Nomad Sculpt to clean up my scans, mostly to remove parts, repair holes, and do simple edits.

Here’s my workflow:

  • Scan in Luma

  • Import to Polycam

  • Export GLTF (I could export other formats if that’s esier)

  • Import into Nomad, Edit and re-export to Godot or Polycam.

When the GLTF arrives in Nomad, it’s made of lots of separate mesh pieces.
As far as I understand, to edit them easily, they need to be on the same “layer” (or combined into one mesh).

But when I try to join/merge them… the texture goes completely crazy.
And I have not managed to find any solution that fixes or restores the texture afterward.

What I wish to do is. (I guess)

  • one clean merged mesh

  • with the texture still working

  • so I can delete parts and export it again

Is there a simple and reliable way to join everything into one mesh without breaking the texture, or at least a beginner-friendly way to get it back?
I’m working on an iPad, if that matters.

Thanks for any help, I’ve been stuck on this for hours! Exited and scared for this new adventure.

Ideally share the gltf here or maybe a cloud link. That way we can take a look at what’s going on. It’s the only way anyone can really help or tell you what to do. Without a mesh or any videos, it’s almost impossible to say anything — or at least very difficult.

Gotcha! Link to one of the files here. (They all look like this in Nomad)

Screenshot below also.

Thanks!

Just for your information: these meshes produced by the scanner app are basically not usable — they’re only meant for viewing. This is definitely not a Nomad Sculpt problem, but simply mesh garbage.

But you can try to fix it.

First, clone the entire group and create a duplicate.

Then select all meshes in that group and merge them using the Join command.

After that, use Close Holes in the Topology menu.

Then try a Voxel Remesh to remove the UV map and clean up the topology a bit.

Next, decimate the mesh and create a new UV map.

And now you can use the Texture Baking option to transfer and bake the texture from the original mesh onto your new one.

I hope this helps.

And then throw your original scanned mesh into the trash :grinning_face:.

Wow, Holger! I don’t know how to thank you. This is all I wanted to know and more.
Thank you, thank you, thank you!

Also fixing the holes there will be of great use for me.

My main occupation is as a musician and sound designer. If you ever need any help with that, I’d love to repay the favor!

All the best to you!

2 Likes