I'm working on a animation project and we are using Houdini in our pipeline for Texturing/Lookdev and generating some procedural assets.
I'm currently stuck on a part where I need to stick a certain texture on the mesh of the asset . The issue is, the topology of that asset is changing every frame and even the point number and prim numbers. The project is being done in a traditional animation technique (frame-by-frame) but using ZBrush as the main modeling software as we want to maintain that clay look on the mesh.
I've tried freezing a frame and then projecting UV on it and then copying those UV to the deforming mesh, but I'm not getting the result I want and it's very distorted.
I'd appreciate any help or any suggestion on this. There might be someone who encountered this type of challenge before.
Thank You folks !
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