I'm trying to match the UV layout with the texture. I tried to play with the trasformation tools (move,rotate,scale),but they are not enough to place the texture exactly inside the UV layout. What's the solution here ? Can I do it in Krita ? Or with another graphic tool ? which one ?
You'll have a difficult time matching UV coordinates if you don't have the UV info from the mesh you're working with.
3d software is necessary to export the mesh's UV info.
Here's how to do it with Maya:
- Open UV texture editor
- Select the mesh
- in the UV editor go to, Polygons > UV Snapshot
- Settings window will open. Set the dimensions, SizeX & SizeY to your texture file.
Sorry, I can only help with Maya workflow.
Krita does it in theory, but in practice you cannot get even the edges to fit. That's because Krita hasn't directed warp mesh, you cannot help Krita in any way to know the new edge directions.
Affinity Photo has better warp mesh, it's control points have strength and direction handles. Adobe Illustrator's Envelope distort with a mesh has the same capablity. With them you quite easily warp the edges to fit.
But it can still be useless. Every point in your texture image must be placed to right place. I bet you do not want the eye appear as texture anywhere else than onto the 3D eye. If your 3D model happens to be smooth bumpless surface, the placement of course isn't critical.
You should know that even in case your model still is a featureless surface, you should have some markers for the wanted places of eyes, mouth, ears, nostrils etc... on your UV layout. Those places should be defined in 3D.
You seem to use a pre-made texture image. It surely has some data of the projection which is used when the image is made. I guess it's a cylinder projection. You should prepare your UV layout in the same projection. Otherwise your task is hopeless.
Texture needs to be painted to the UV map to be accurate - you'll need to either warp and distort till it fits or repaint it.
The UV map is the 2D graphic representation of wrapping the texture onto the 3D mesh - so it dominates - you don't alter it, you alter the texture - or repaint it.