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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.

gs17 6 days ago | parent [-]

"Original" as in the original of the one they used in their tweet.

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