View Full Version : texturing low poly chars

01 January 2002, 02:51 PM

can anyone help me how to texturing hair and such things on low poly characters? i have a problem with some anime like characters, there are some models made by me at
thanks in advance

02 February 2002, 11:27 AM
Comet Cartoons ( by Michael Comet has a tutorial on how to texture hair. In fact, he exactly gave a tutorial for how he textured the hair in his Anime character.

here's the link ( .

But if you're asking about how to UVW map your hair, that's another type of question. :-) Just seperate your hair into different sections to be mapped out and textured. Like for those DBZ characters you have. Just take one of the spikes in their hair, then have all the rest of the spikes modelled in the same exact coordinates as the rest and you'll have a quick texture mapped hair. Now if you want sections different colored, just have a 2nd set of hair textured at a different color.

Same way for the rest of the body. Select sections to be mapped. Chest, arm, hand, face, thigh, foot... seperate the model into all the maps that would make the texture mapping simple. Re-attach all the parts together and then adjust the UVW coords of all the pieces so that they fit inside the texture map size. Which are 128x128 (a favorite size for faces), 256x256, and 512x512. You can make the model have two seperate images as texture maps for it, or have one large map with all the pieces on there. It's all just a matter of choice.

Man I like to type. lol. Anyways, I'm sure there are a few tutorials out there for mapping low-poly characters. Polycount ( for one. Then there are other artists who have made their own tutorials.

good luck tho!

02 February 2002, 12:56 PM
thanks for the answer, so i must start this anoying 'pic a poly and add it to the map' game ;-).

02 February 2002, 02:11 PM
ChilliSkinner is an interesting way to map low poly models. It works to a degree with characters, but it's less elegant than with more rigid objects.

Best way to texture low poly characters imho is still to manually edit the UV coords from a convenient starting point. For something really messy, I usually wreck a copy of my model to get it to look like a cylinder, add a UVW cylindrical map, morph it back to the original shape (which preserves the new UVs), collapse the stack, add a UVWunwrap and begin tweaking.


02 February 2002, 06:06 PM
hey, intersting technique, subagio...
i'm gonna have to try it out. does it save time over the other methods?

Mike RB
02 February 2002, 06:54 PM

Check the above link for a short tutorial of a similar morph-uv method.


02 February 2002, 07:44 PM
Yup, that's the chappie. It's hardly original, as Chilliskinner automates exactly that, and people have been doing it for quite some time without the fanfare, but it's a great description. It's also app agnostic, I think every app out there (including LW now :) should be able to do exactly the same.

If you're using Max, and intend to do rigid objects (cars, planes, anything that has nice right angles), try chilli skinner. It let's you break the mesh up intelligently, unwraps the mesh (imagine a cube becoming a flat cross), arranges everything into an optimal game texture sized rectangle, then performs the planar project and morph back for you. Rather good.

you can get it at

For things that don't fall into neat unwrap angles though, it's still push and pull time.

If you're in Max, I suggest you:

a. Copy the base object.
b. Make a reference copy of the original.
c. Add the cylindrical projection and the morph to the reference copy.
d. have a nice reference texture (I have a gradient with 10 * 10 checker pattern overlayed as mine) and have it showing in the viewport on the reference copy.
e. Begin tweaking the original to make it cylindrical shaped. You'll see the results of your actions update live on the reference copy in it's unaltered state. Be careful though, you cannot make any topological changes, as that invalidates the morph. Lucky jammy LW buggers :)

You'll find that relax and push are invaluable to the process btw.


02 February 2002, 06:05 PM
You might also want to check out;
It's basically the sister-site of Polycount, but instead focusing on skinning and texturing low-polygon models.

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