ik that the shirt eventually stretches however id still like to have the area around the hand to not be stretched out
I assume it’s possibly because that they’re 2 separated parts for the arm, one that is stretched, and one that isn’t.
ive already tried this and i dont know how to explain what happened but it doesnt work or look good
That’s the thing, a shirt follows the scaling of whatever part the shirt is applied on, and in the screenshot you provided, that wrist part of the shirt is clearly separated from the rest of the arm.
If you look at Arsenal, their viewmodels aren’t 2D clothings, they’re 3D, that’s how they can’t be stretched.
im aware about how arsenals clothing is 3d however i cant do that cause i want the clothing to match the player’s avatar
this may be a better example, as u can see the wrist part ends off much earlier so i dont think that its two arms stacked on top of each other:
I see, thanks for the explanation.
Perhaps specific shirts are met with such occurrence, have you tried with other shirts? Because most viewmodels like yours that I see from games don’t have that issue, and also works on one arm too without stretching weirdly.
edit: I haven’t considered about perspectives actually, the Camera (ex. FOV ) could affect viewmodels too, although that might not be related.
i think uve misunderstood what i meant because i worded my original post poorly, i want the shirt at areas around the wrist to not be stretched out as it looks nicer. the other parts behind the wrist can still stay stretched as they arent as noticable
so you wanna git rid of this?
It looks to be an issue with the UV map. what rig/model are you using?
no, i just want to have it so that the viewmodel’s hand isnt stretched so that they look like this
these images arent mine im just giving examples on what im trying to achieve
Oh so you dont want the mesh itself to be long? Or is this what you want and need to somehow acquire longer arms for your rigs?
what is it supposed to look like?
(the part you have circled doesn’t look stretched to me, also that like the wrist, lower arm so im kind of confused when you say hand.
(mahaps it would help if you have a what you have vs what you want to help)
I just want the arms in my viewmodel to look the same way the arms in the viewmodels in the images I sent above
I dunno what your arms currently look like but I made these in blender in like… a minuet… is this what you are looking for?
i more of want to change mine to look like the two examples i listed below my one, where the shirt is not stretched out around the wrist’s area (also notice how the bevel on my one is stretched out whereas their ones are not)
mine:
what i want mine to look like:

ohok! I m assuming your using the default roblox arms, specificity r6 (classic clothing on r6 is notoriously lower quality due to compression done by the humanoid)
If you want it to look different you will have to custom make your arms.(if you want they to be compatible with classic clothing you will have to give them the proper uv map too)
so to achieve what you want you could…
- Use a fake r6 that’s actually an r15 in disguise (this should fix the texture issues if you are using r6 + classic clothing)
- Make a custom mesh and make sure the uvMap is how you want it (will fix any texture issues + allows for more customization)
- Use textures instead of classic clothing