@wilarts For rigid / armor pieces it's faster to use the component editor to assign 100% to the selected vertices. Don't bother painting unless you're working on hips, shoulders, or the face.
So far, the closest thing would be to toggle Wireframe On Shaded off while in High Quality Display mode, though this way shows the vertices of the subdivided model, and not the lowpoly.
Polypaint uses vertice colors, not UVs. These means you'll want to polypaint the highpoly model in order to get the most detail out of it. Only the lowpoly model needs UVs.
Afisher, I think something is off with her mouth. The way I interpret it, it might benefit from being less vertically wide and possible also horizontally longer.
If scaling vertices does not work maybe try with moving the edges. move the top edge down and than the bottom up by using the local action center. It should work.
It looks repeating enough. I'd delete all and leave only 1 side, use poly append tool to fill the window space, duplicate with rotation and merge vertices.
Because you're getting that black streak originating from that corner, I'm assuming it has to do with the mesh and possible smoothing groups. It might be two unwelded vertices as well.
Actually yhe UV is bent because the geometry is like that, It's the paper around a cupcake. How do I straighten the UV then? Moving all vertices one by one? Thanks.
Thanks guys. Oniram, it's CryEngine. I wished it was UDK, when I cut up the walls and floors to get the vertices I needed to bake some AO into them.. :)