Last week, I discovered an error in the model that was difficult to solve. This week, I spent two days modifying the UVs of the character model again and redrawing a new texture.
At the same time, I imported the modified animation into Unreal. Then, I made new animations according to the needs of each shot. If I have free time, I will modify the camera’s depth of field.
This is my modified UV. I put all the seams on the back and hid them under the hair so that the camera couldn’t see the seams.
The next step is to repeat the previous operation. I put the model into Substance Painter and re-baked it, then drew patterns and textures on the new UVs, and finally modified some seams and details through Photoshop.
In this way, ugly problems such as seams can be avoided to the greatest extent.


After modification, you can see that the stitching is almost invisible, although there is still a seam in a dim environment. Because it is behind the back, the camera cannot capture it.

These are the finished modified textures. I changed the eyeball textures along with them, as the character’s previous eyeballs were overly complex and didn’t look quite suitable for my animation style.









Reflection:
In 3D character modeling, baking is essential for normal textures. I made a big mistake in painting with the SUBSTANCE painter, resulting in a lot of time needed to make up for the consequences. Re-doing the UVs is a redundant workload for me, and despite the small amount of time, it still requires a lot of effort. I should have checked at every step and made the necessary adjustments. Otherwise, I would be in this situation and have to take responsibility for my mistakes.
This failure was a painful lesson in the need to be very careful at every step of the production process. I will work harder to learn more about baking textures in the future and be consistent with the process to learn a more standardized and efficient way of production. I realized that even the most minor details should be noticed during this production, and I viewed this failure as a lesson learned.
I spent much time this week finally solving my model texturing issues. Next week, I will continue working on my scene placement and shot setup.