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SMPL-Y textures
50 AI-generated character appearances for SmplY(toeless=True): 25 ordinary people and 25 stylized characters.
Each texture is 4096 × 4096 RGB/sRGB, encoded as lossy WebP at quality 95 (Pillow method 6).
Load by name
Install SMPL-Y with its textures extra from a revision containing smply.textures.
import trimesh
from smply import SmplY, list_textures, load_texture
print(list_textures())
model = SmplY(toeless=True)
vertices = model.forward_vertices(**model.get_apose())
mesh = trimesh.Trimesh(vertices=vertices, faces=model.faces, process=False)
texture = load_texture("navy-tee") # or "crimson-runner"
textured_mesh = texture.apply(mesh)
Downloads are cached by Hugging Face. load_texture and list_textures accept revision, cache_dir, and
local_files_only. Use a commit SHA to pin a collection version. texture.path is the original WebP;
texture.image is a decoded RGB Pillow image. Mesh exporters may re-encode the image.
Files and UV layout
textures/<name>.webp: 50 named Q95 textures.manifest.json: names, collections, descriptions, generation prompts, sizes, and SHA-256 checksums.atlas.npz: shareduv,uv_faces,vertex_map, and original modelfacesarrays; load withallow_pickle=False.previews/: overview renders of the textures on the toeless model, also Q95 WebP.
The atlas has 21 anatomical islands, 11,615 UV vertices, and 20,908 triangles. vertex_map maps UV vertices
to the 10,475 original model vertices. The identity vertex_map[uv_faces] == faces holds. For any posed or
shaped model, render vertices[vertex_map] with uv_faces, the per-vertex uv, and the selected texture.
UV (0, 0) is bottom-left; image rows start at the top. Preserve the original model indexing (process=False).
texture.apply(mesh) splits vertices at UV seams and preserves smooth normals without modifying the input.
For animation, update the textured mesh with new_vertices[texture.vertex_map].
Generation and limitations
Each appearance was generated with OpenAI imagegen as a four-view sheet conditioned on the raw toeless SMPL-Y mesh, then projected onto the shared anatomical UV atlas. These are synthetic appearances, not scans. Clothes, closed-toe shoes, and hair are texture details on the body surface; no garment or hair geometry is included. Lighting from the source images is baked in, and hidden surfaces are interpolated. The source sheets were 1254 × 1254; a 4K atlas does not create additional native source detail. This repository contains images and UV indexing, not body-model weights or geometry.
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