This was done with the script created by z3r0_d: he calls it the other other texture baker but i would call it a texture compositor
to use this script you make a model. here i have made a snake. We will focus on texturing the head. I made a duplicate of the mesh. The mesh that is purple on the head has the uv coordinates you see in the uv window above. I unwrapped with LSCM and moved them around a bit to make them comfy, see other tutorials(Greybeards is where i learned) for that info if you need to.
The snake on the right was textured with a different set of uv coordinates creating a good base to work from. See that layout in the window below.
here is a shot of what those uv’s look like and the original texture I am using to composite this new one. The texture lying here will be put on the set of uv coordinates in the above uv window.
then i use the script:
you need to set an ortho camera at 0,0,2 and in 2.37 set the scale to 4. Then you while holding shift select first the image on the right (the image textured how you want the composite to be) and then the one on the left(the one with comfy new uv’s). Now run the script.
You then set the material of the new object created with the script to shadeless, and render with the ortho camera to get your new “composited” texture. The original texture has been morphed to fit my ideal uv coordinates, the ones in the first image match this new texture. For the camera settings you need to fit all of those coordinates in the grey box in the uv editor.
You can now select the untextured object, apply the new texture with existing uv’s, and it will fit perfectly with no additional work.
You can combine this technique with other helpful UV scripts, bakers, etc. For example you can select this object and use the uv script - save uv face layout. If this is rendered at the same size as your composite texture then they will line up perfectly in your image editor. Now you can add details to your composite picture. I plan on repainting most of the scales on the head and adding more details like nostrils.
There are many uses for this script, this is just one of them. For example, model a head from a front and side reference pic. Texture the model from the front view. Create a composite texture. Texture the model with the side view. Create a composite texture. Blend the two composites together in your favorite image editor. Quick and dirty way to texture a head from photos. The other potential uses are limit-less…