Anonymous
6/2/2025, 9:19:31 PM
No.1013077
>>1013074
Thank you sir, but im going to need a visual aid, cause im not seeing it. Im under the impression that your fingere need to be just above halfway to the femur. With her slight arm extention, that could make her arms appear short. perhaps her legs being long is making them appear short?
Idk, but a visual aid would be welcome.
>>1013076
I stumbled upon it recently while working on this model. I havent worked out all the pros and cons, or pitfalls, of what it is that i did exactly. It also helps that your model is already made with solid quads, but basically:
1. Analyze the Model:
Count how many faces are in each row of the mesh section you want to unwrap (e.g., chest: 4, 8, 10...). Say the neck is 4 faces in a row, next row is 8, next couple of rows after is 10.
2. Build a Flat Proxy Plane:
Create a flat plane with matching face layout using those counts. Say the chest is a solid 4x4 of faces. make a 4x4 plane.
3. UV Snapshot:
Since it’s flat, the UVs are perfectly square. Export a snapshot for texture painting.
4. Paint the Texture:
Use Photoshop or similar tools to draw clean details directly on the square grid.
5. Wrap the Plane to the Model:
Manually move the proxy’s vertices to match the original model’s shape — face by face. Vert by vert.
6. Replace the Old Geometry:
Delete the original faces. Your new geometry keeps the clean UVs and fits the model.
optional 7th step: After was all said and done, i had to adjust the uv a bit here and there due to some minor distortion.
---
This method is ideal for lowpoly to midpoly since there arent many verts and faces you have to count and match to the model. Still adds time to your workflow though.
Its dumb, but it worked.
Thank you sir, but im going to need a visual aid, cause im not seeing it. Im under the impression that your fingere need to be just above halfway to the femur. With her slight arm extention, that could make her arms appear short. perhaps her legs being long is making them appear short?
Idk, but a visual aid would be welcome.
>>1013076
I stumbled upon it recently while working on this model. I havent worked out all the pros and cons, or pitfalls, of what it is that i did exactly. It also helps that your model is already made with solid quads, but basically:
1. Analyze the Model:
Count how many faces are in each row of the mesh section you want to unwrap (e.g., chest: 4, 8, 10...). Say the neck is 4 faces in a row, next row is 8, next couple of rows after is 10.
2. Build a Flat Proxy Plane:
Create a flat plane with matching face layout using those counts. Say the chest is a solid 4x4 of faces. make a 4x4 plane.
3. UV Snapshot:
Since it’s flat, the UVs are perfectly square. Export a snapshot for texture painting.
4. Paint the Texture:
Use Photoshop or similar tools to draw clean details directly on the square grid.
5. Wrap the Plane to the Model:
Manually move the proxy’s vertices to match the original model’s shape — face by face. Vert by vert.
6. Replace the Old Geometry:
Delete the original faces. Your new geometry keeps the clean UVs and fits the model.
optional 7th step: After was all said and done, i had to adjust the uv a bit here and there due to some minor distortion.
---
This method is ideal for lowpoly to midpoly since there arent many verts and faces you have to count and match to the model. Still adds time to your workflow though.
Its dumb, but it worked.