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Oh, that's kinda crappy. If it's any help, the bits you copy from and to must be identical. Tools like that usually rely on the vertex ID order, so they only really work reliably when you make one version of something and duplicate it then don't change it at all, save for moving vertices.
I guess the other option is to use object instancing. Where you instance that one part of the mesh multiple times and because it's all instances, any changes you make to the original (such as unwrapping it) carries over to all of the other instances automatically. Then you can bring it all back together as unique geometry at the end.
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