To transfer UV, color
            per vertex (CPV), and vertex position information between meshes
            that have differing topologies (that is, the number, arrangement,
            and connectivity of vertices on each mesh is not identical) use
            the Transfer Attributes feature.
         
         Transfer
               Attributes transfers vertex data by sampling the
            vertex information on the source mesh and then transferring the
            information to the specified target mesh, based on a comparison
            that is spatially based. The target mesh gets modified as a result.
         
         Transferring vertex attributes
            using Transfer Attributes is useful
            in the following situations:
         
         
            - Transfer a finished UV layout, including
               multiple UV sets, from one surface mesh to another mesh that has
               no existing UVs.
            
 
            - Transfer a UV layout from a high resolution
               model to a low resolution version.
            
 
            - Transfer color per vertex (CPV) data,
               including multiple color sets, from a high resolution model to a
               low resolution version.
            
 
            - Modify the vertex positions on a low
               resolution surface mesh to match the positions on a high resolution
               version.
            
 
            - Mirror vertex information from one half
               of a surface mesh to another half. For example, you can ensure symmetry
               of UV, vertex, and color information on one mesh by sampling the
               attribute information from one half of the mesh and transferring
               the data to its opposite half.
               
NoteYou can set the Transfer
                        Attributes feature to transfer the UV sets, CPV color
                     sets, and vertex position data either separately or all at once depending
                     on your requirements.
                  
                
             
         
         While the source and
            target meshes can vary widely in their topology, the default transfer
            settings require that the objects be positioned in identical locations
            spatially because of the nature of the sampling and transfer process that
            occurs.
         
         You can also use Transfer
               Attributes to flip the orientation of the UV shells as
            they appear in the UV Texture Editor. This streamlines
            your UV layout and texturing workflow.
         
         To
            transfer attributes between separate meshes
         
         
            - In the scene view, move the source and
               target meshes so they are positioned and oriented as you want for
               the attribute transfer. Ensure that the source mesh and then the
               target mesh are selected in that order.
               
NoteThe order of selection
                     is important. The last object selected is always considered the
                     target for the transfer operation.
                     
You must select the source
                        mesh in object mode, you can select the target mesh either in object
                        mode or by selecting the individual vertices in the region to be
                        modified on the target mesh.
                     
                     If you have difficulty
                        selecting either the source or target meshes in the scene view,
                        change the display of the meshes to wireframe mode or select them using
                        the Outliner (
                                 Window > Outliner).
                     
                   
                
             
            - Select 
                        Mesh > Transfer Attributes >  
 . In
               the options window, specify what attributes
               you want to transfer by setting the Attributes to Transfer options
               as follows:
               
                  - Set Vertex position to On if
                     you want to transfer the vertex positions on the source mesh and
                     have the vertices on the target mesh modified to match. The default
                     setting is Off.
                  
 
                  - Set UV sets to All if
                     you want all UVs from the source mesh sampled and transferred to
                     the target mesh. When multiple UV sets exist, the All setting ensures
                     they are all sampled and then transferred to the target mesh. If
                     the source mesh has more than one UV set, you can selectively transfer
                     the currently active UV set by selecting the Current option.
                     The default setting is All.
                  
 
                  - Set Color sets to All if
                     you want all of the CPV data for the source mesh sampled and transferred
                     to the target mesh. When multiple color sets exist, the All setting
                     ensures they are sampled and then transferred to the target mesh.
                     If the source mesh has more than one CPV set you can selectively
                     transfer the currently active color set by selecting the Current setting.
                     The default setting is All.
                  
 
               
             
            - Specify how you want
               the sampling to occur by setting the Sample space setting
               as follows:
               
                  - Use the World setting
                     to sample in world space. It should be used for the majority of
                     your attribute transfer operations. This is the default setting.
                  
 
                  - Use the Local setting
                     when the objects are the same size and shape, but may have been
                     translated, rotated or scaled in the scene (for example, you have
                     two chairs in different locations). The Local setting
                     is used when you want to compare the source and target side by side.
                  
 
                  - Use the UV setting
                     to sample attributes in UV space when no useful spatial correlation
                     exists between the source and target meshes. For example, when the
                     meshes are of radically different proportions or have been constructed
                     at different scales but the meshes share a common mapping in UV
                     space. For example, models of a giant and a dwarf can correlate
                     based on their UV texture coordinates if the UV mapping for their
                     faces is in the same position in UV texture space.
                     
NoteUsing UV setting
                           to determine how the transfer of attributes will occur is very different
                           from physically transferring UV data between models. Transferring
                           of UV attributes is usually done using the World or Local space
                           settings.
                        
                      
                   
                  - Use the Component setting
                     to transfer attributes directly from one component to another via
                     their component IDs. To use this setting, both objects must have
                     the same number of vertices, faces, and edges, and the relationship
                     between these components must be the same on both objects. For example,
                     use this setting if you want to transfer a UV texture map from one
                     head to a stretched version of the same head.
                  
 
                  - Use the Topology setting
                     to transfer attributes directly from one component to another when
                     the objects’ topologies are identical, but their component IDs are
                     not. For example, some options in Maya may rearrange the vertex
                     order on a model. This option allows you to transfer a texture map from
                     the original mesh by their matching topologies, rather than their non-matching
                     vertex order.
                  
 
               
             
            - Set the remaining options based on other
               specific requirements:
               
                  - Set the Mirroring option
                     when you want the attribute transfer to occur across a defined axis
                     (X, Y, Z).
                     Ensure that you have selected the vertices along the mirror border.
                     You must set a mirroring axis when the source sampling and target
                     transfer occurs on the same mesh. The default setting is Off.
                  
 
                  - Set the Flip UVs option
                     when you are sampling UVs and want the transferred UV shells to
                     be flipped along the U or V axes as
                     they appear in the UV Texture Editor. This is useful when you are
                     mirroring UVs on the same surface mesh. The default setting is Off.
                  
 
                  - Set Color borders to Preserve if
                     you want the hard color edges in the source mesh maintained when
                     the CPV data is transferred to the target mesh. Otherwise, if the
                     surface topologies differ widely, you may set the Color
                        borders option to Ignore. The
                     default setting is Preserve.
                  
 
               
             
            - Click Transfer to
               transfer the attributes and close the options window or click Apply to
               transfer the attributes and keep the window.
            
 
         
         To mirror vertex attributes on the same surface
            mesh
         
         
            - In the scene view, select the components
               on the surface mesh (that is, faces, vertices, or edges) that you
               want to have modified by the Transfer Attribute feature.
               
The Transfer
                     Attributes feature samples the surface about the specified mirroring
                  axis and assigns new values to the selected components. All unselected
                  components retain their original attribute values.
               
             
            - Select 
                        Mesh > Transfer Attributes >  
 .
             
            - Depending on your workflow, set the Transfer
                  Attributes options as follows:
               
                  - Specify the attributes you want transferred
                     (Vertex Position, UV
                        Sets, Color Sets)
                  
 
                  - Specify the axis you want the attributes
                     mirrored along. For example, if you want the attributes mirrored
                     along the X axis based on what you have selected, set the Mirroring axis
                     to X.
                  
 
                  - For more information on other Transfer
                        Attributes settings see 
                              Mesh > Transfer Attributes
 
               
             
            - Click Transfer to
               transfer the attributes and close the options window, or click Apply to
               transfer the attributes and keep the window.