Hi
I could also write a PM but as far as I know I can only upload small images ... and why not showing a bit of texturing techniques I'm using. I know, you are the one with more experience in Blender, but the comments are also made for people with less knowledge, so don't be annoyed
.
So after being sober again
, I did a 4 hour session in GIMP. I started by loading the .obj file of the suit into Blender to get the UV map (which has changed in between).
Before I start with some proposals, here is what it looks like using your UV-map and my texture in MH. Until now I still leave out the yellow stripes of the Cousteau suit, but I guess it is not a bad idea to supply one without stripes as well. I marked a few things I hope we can change. Only number 4 has to do with UV-mapping, so in my opinion only smaller changes have to be done for the UV-map:
First my proposals for the geometry ...
- you should move the diving mask a bit to the front (or make it "longer") ... not much, but for all my characters part of the forehead is visible in front
- the strap of the mask should be put upward or to the outside near the ears.
- Part of the strap of the diving bottle disappears in the shoulder region
UV-mapping: I tried to create a weight belt with a kind of stiffening (two rings which should be made visible with a normal map later). But unfortunately in the front region I have no chance to do it, because of the UVs. The reason is, that the seam is not complete, so two of the 3 meshes marked below are created in a deformed manner.
Best way to fix this is to hide the buckle and mark the whole loop as described in the following picture ... then pin all UVs except the deformed ones and unwrap again, then resize the newly unwrapped parts.
In the small images no. 3 and 4 I described a method, how I normally create belts. In your case I hided all parts except of the weight belt, then I put them in a row, selected the vertical "loops" with (Shift-) ALT RMB and press s x 0 to get the same x value. You can do it for the y direction also ... but in this case it isn't necessary. At the end I put all the elements to the same position using g y (so no accidentally movement in x direction).
I can do it, if you upload the latest .blend file, I guess. Or you can do the changes, because I fear, that a synchronization isn't simple.
Just three additional remarks:
At the moment the delete-group of the suit only deletes the upper part of the body ...
The buckles (or whatever you call them) of the fins need extra geometry otherwise they will be completely oval in the end. If you add geometry please unpin the buckles in the UV map before.
The mouth-piece resizes weird. For my male character I got an oval, where the vertical diameter is bigger than the horizontal one and for my girls it is just the opposite. I'm just interrested ... where did you put the three vertices? I guess both mouth corners .. but the third one?
Enough MH and Blender for today ...