| ▲ | gs17 6 days ago | |||||||
> however im not sure if these are true uv maps I can tell you with 100% certainty they are not. For example, Crash doesn't have a backside for his torso. You could definitely make a model that uses these as textures, but you'd really have to force it and a lot of it would be stretched or look weird. If you want to go this approach, it would make a lot more sense to make a model, unwrap it, and use the wireframe UV map as input. Here's the original Crash model: https://models.spriters-resource.com/pc_computer/crashbandic... , its actual texture is nothing like the generated one, because the real one was designed for efficiency. | ||||||||
| ▲ | Nition 6 days ago | parent | next [-] | |||||||
That's a remake model in a modern game. The original Crash was even simpler than that one. Most of Crash in the first game was not textured; just vertex colours. Only the fur on his back and his shoelaces were textures at all. | ||||||||
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| ▲ | agentifysh 6 days ago | parent | prev [-] | |||||||
yeah definitely impressive compared to what nano banana outputted tried your suggested approach by unwrapaped wireframe uv as input and im impressed https://x.com/AgentifySH/status/2001057153235222867 obviously its not going to be accurate 1:1 but with more 3d spatial awareness i think it could definitely improve | ||||||||