Texturing a character

Ok, I am trying to get my head around how to get the UV layout correct so I can paint some textures on my model. Currently the character is one mesh, should I split it up into seperate objects to get a better layout? Will this also help for rigging? (something else I need to try). I have tried putting seams around the model and the UV layout doesn’t come out looking like I could get the textures correct. Anyways here is what the model looks like:
http://roia.servegame.org/images/chic_seams.jpg
You can see I have begun putting some seams on. Anyways, any help would be greatly appreciated.

**Edit: I’ve begun a test of seperating the model into body parts (arms, legs, torso, head) **

I would keep the model as a whole but separate the head, chest and legs from the body during UV mapping.
Also i would change the seams to be somewhere where they wont be seen as much, like the underarm and inner leg and the head seams to the back of the head/neck. This is because unless your textures tessellate perfectly there will be a visible seam.
One of the best Modellers/texture artists is Ben Mathis, he has a huge tutorials area, and has worked on games such as Oblivion and Tony hawks. You should check him out.
His web site is http://www.poopinmymouth.com. I know the URL seems dodgy, but its not…lol

Hope that helps a little

Have Fun :slight_smile:

Separating the mesh would complicate rigging.
You can use Multiple Materials for the mesh, and thus use procedurals for some (like the dress and shoes, a generic skin for generic skin places (legs, arms), and then a detailed UV Texture for her face. Oh, and another material for her fingernails. You know how girls love to change their nail color. See http://mediawiki.blender.org/index.php/Manual/Multiple_Materials. For her face material, use TexFace and unrwrap it. See http://mediawiki.blender.org/index.php/Manual/UV_Unwrapping_And_Texturing

What do you mean by seperating them while UV mapping? Seperate the parts and them rejoin them? Won’t this jack up the mapping?

What i meant was, whilst UV Mapping ensure your seams cut the body parts so you can texture them separately. e.g. have a seam around the neck so in the UV the head is detached from the rest of the body allowing for greater freedom whilst texturing.
Do the same with the other major body parts such as the arms torso and legs.
These would still be attached to the model but each would have it own separate uv space.

Any help?

Have Fun