# Texturing a high poly single mesh character

**URL:** https://forum.highend3d.com/t/texturing-a-high-poly-single-mesh-character/50133
**Category:** Maya
**Tags:** modeling
**Created:** [December 12, 2002, 6:36pm UTC](https://forum.highend3d.com/t/texturing-a-high-poly-single-mesh-character/50133 "2002-12-12T18:36:58Z")
**Posts on this page:** 3
**Page:** 1

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### Author: ![prof-narf](https://forum.highend3d.com/letter_avatar_proxy/v4/letter/p/f6c823/32.png) [@prof-narf](https://forum.highend3d.com/u/prof-narf)
#### Post date: [December 12, 2002, 6:36pm UTC](https://forum.highend3d.com/t/texturing-a-high-poly-single-mesh-character/50133/1 "2002-12-12T18:36:58Z")

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I am looking for a tutorial, book, or video that has detailed instructions on how to texture a high poly character. I tried to apply some techniques from   
low poly tutorials, but there are to many polygons to rearrange in the UV editor. Is there a way to accurately select one section at a time? Any advice is greatly appreciated.   
-Brad

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### Author: ![joojaa](https://forum.highend3d.com/letter_avatar_proxy/v4/letter/j/5daacb/32.png) [@joojaa](https://forum.highend3d.com/u/joojaa)
#### Post date: [December 14, 2002, 10:45am UTC](https://forum.highend3d.com/t/texturing-a-high-poly-single-mesh-character/50133/2 "2002-12-14T10:45:43Z")

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Texture lopoly tesselate accordingly relax on original points rearange to match and transfer seems the way to go. But honestly speaking i would use some parametric surfs like nurbs instead. Then displace them and map uasing unwrapped references and use projections!

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### Author: ![user\_deleted](https://forum.highend3d.com/letter_avatar_proxy/v4/letter/u/35a633/32.png) [@user\_deleted](https://forum.highend3d.com/u/user_deleted)
#### Post date: [December 16, 2002, 7:05pm UTC](https://forum.highend3d.com/t/texturing-a-high-poly-single-mesh-character/50133/3 "2002-12-16T19:05:42Z")

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if you planing to texture on selection of faces, as you may do, I have found a good trick.  
Use polyEditUV command to move you UVs by 1 units up to down around on those selected faces.  
The reasons is you can move a lot of UVs out of the waym and if you need to get them back you just move exctly 1 units back, there position is maintained with textures you paint.

like: polyEditUV -u -1 -v 0
