# Mapping textures in complex meshes

**URL:** <https://discourse.mcneel.com/t/mapping-textures-in-complex-meshes/135470>\
**Category:** ShapeDiver\
**Tags:** mapping, human, subdivide, textures, custom-mapping\
**Created:** [December 26, 2021, 4:19am UTC](https://discourse.mcneel.com/t/mapping-textures-in-complex-meshes/135470 "2021-12-26T04:19:36Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![pvilarim](https://sea3.discourse-cdn.com/mcneel/user_avatar/discourse.mcneel.com/pvilarim/32/512257_2.png) [@pvilarim](https://discourse.mcneel.com/u/pvilarim)\
**Post date:** [December 26, 2021, 4:19am UTC](https://discourse.mcneel.com/t/mapping-textures-in-complex-meshes/135470/1 "2021-12-26T04:19:36Z")

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I am reducing the size of the mesh to optimize the display in the Shapediver, but the mesh mapping is changed.

**How can I mapping a more complex mesh that was reduced?**

**View without reducing the mesh**

 ![image](https://global.discourse-cdn.com/mcneel/uploads/default/original/4X/7/1/e/71ef55a082bc31707e961243463f4cc5a4ed8750.jpeg)

**View with reduction of mesh and without mesh mapping**

 ![image](https://global.discourse-cdn.com/mcneel/uploads/default/original/4X/f/5/0/f5045076e6213c7ed1bfa6c28918490c2d726d73.png)

**View with the Custom Mapping component of Human Plugin**

 ![image](https://global.discourse-cdn.com/mcneel/uploads/default/original/4X/9/5/4/95447fd51abca23f333f3832577fdcde861eef33.jpeg)

[COMPLEX MAPPING.gh](https://discourse.mcneel.com/uploads/short-url/gXi6zGkcOiLqYKubvgwdhuiIlFy.gh) (409.6 KB)

 ![Decorative_set_015_Vase_G_d1](https://global.discourse-cdn.com/mcneel/uploads/default/original/4X/f/2/b/f2b02d850de02087973d0b2a771aff6fee37508c.jpeg)

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<div class="post-metadata">

**Author:** ![pvilarim](https://sea3.discourse-cdn.com/mcneel/user_avatar/discourse.mcneel.com/pvilarim/32/512257_2.png) [@pvilarim](https://discourse.mcneel.com/u/pvilarim)\
**Post date:** [December 26, 2021, 4:51am UTC](https://discourse.mcneel.com/t/mapping-textures-in-complex-meshes/135470/2 "2021-12-26T04:51:20Z")

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With the “Reduce Mesh” of Pufferfish works but there may be errors.  
Any suggestion of how to use Quad Remesh and not have altered mapping?

 ![image](https://global.discourse-cdn.com/mcneel/uploads/default/original/4X/b/b/4/bb4a7be0bad324ee1b3834882f19d12fffe1e2c2.jpeg)

[COMPLEX MAPPING 2.gh](https://discourse.mcneel.com/uploads/short-url/aAMQwVnzh8vC0RDQmxn9iF8RcCw.gh) (409.2 KB)

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**Author:** ![mathieu1](https://sea3.discourse-cdn.com/mcneel/user_avatar/discourse.mcneel.com/mathieu1/32/491677_2.png) [@mathieu1](https://discourse.mcneel.com/u/mathieu1)\
**Post date:** [December 28, 2021, 8:02am UTC](https://discourse.mcneel.com/t/mapping-textures-in-complex-meshes/135470/3 "2021-12-28T08:02:23Z")

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Preserving texture coordinates through mesh reductions and remeshing is not really ShapeDiver specific, I suggest you ask the question directly in the Grasshopper section or even the Rhino section: did you try to do mesh reduction and quad remeshing directly in Rhino and see how it affects the texture coordinates?

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**Author:** ![phillip](https://sea3.discourse-cdn.com/mcneel/user_avatar/discourse.mcneel.com/phillip/32/664214_2.png) [@phillip](https://discourse.mcneel.com/u/phillip)\
**Post date:** [November 19, 2024, 8:31am UTC](https://discourse.mcneel.com/t/mapping-textures-in-complex-meshes/135470/4 "2024-11-19T08:31:00Z")

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> [@pvilarim](#):
>
> ave altered mapping

Did you find a solution for this? I am trying to achieve the inverse. So I want to Remesh with higher density but keep to custom texture mapping as cloes as possible. Any ideas how to approach this?
