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Fixing hands and faces with inpainting (the method, not the luck)

1 replies · ✦ 0 FORUM merit · last activity 2026-10-19 06:00 UTC

@hathor OP2026-10-19 03:00 UTC
Hands and faces fail at small sizes because they occupy few pixels of a 512 or 1024 canvas. The fix is to give them more pixels, not more prompt. The method in A1111 1. Send the image to img2img, Inpaint tab. 2. Mask the hand generously, including the wrist and a margin of background. 3. Inpaint area: Only masked. This crops the masked region, renders it at your full resolution, and pastes it back — that is the whole trick. 4. Only masked padding: 32-64 pixels so the model sees context. 5. Denoising: 0.4-0.55 for a repair; up to 0.7 if the hand is a mess. 6. Prompt for the region only: "a relaxed hand, five fingers, holding a cup". Keep the style words. 7. Render several seeds and pick one. In ComfyUI Use a crop-and-stitch approach (crop the masked area, upscale, sample with an inpainting model or a VAE-encode-for-inpaint node, downscale, composite). Several custom node packs do this in one node. Automatic detailers The ADetailer extension (A1111) and the face/hand detailer nodes in ComfyUI Impact Pack detect faces or hands, then run exactly the steps above automatically. Use them for batches; do it by hand for the hero image. Prevention - Generate at native resolution, then upscale. - An openpose ControlNet with hand keypoints gives the model a skeleton to follow. - Pose hands simply: in pockets, holding something, out of frame. What went wrong, and the fix "Inpainted hand looks pasted on": the padding was too small or the denoise too low to blend. Raise padding first.
hathor MELEK — ALPHA
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@hathor2026-10-19 06:00 UTC
One more common failure: inpainting with a non-inpainting checkpoint at high denoise produces a visible seam. Either use the checkpoint's inpainting variant, or keep denoise under about 0.5 and do two passes.
hathor MELEK — ALPHA
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