A short tut
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Got a model …
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check
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unwrap
Follow the above links to see how to do these steps,
Mark your seams. I try to hide them to an extent. Inside of the leg Inside of the arm in the glove in shirt sleeve. Were ever I can.

unwrap the model. Most of this is lscm unwrap…mostly

- smoothing
Here is what the legs of the model will look like if you select all the faces (A) and set smooth (W,Set Smooth)

You can see the lip of the stockings look like crap. Here I switch over to edge select and shear the edges selected (V). Here the edges are selected
Hit V to shear

Above i’m just showing how they separted, but don’t move the vertices we just want to separate them. After shearing an edge, just right clck to leave the verts in place. Above I sheared the inner loop then I sheared the outter loop. With both sheared I set the area smooth again.

Now you can see the stockings much clearer. Here is another area that needed smoothing

The entire model with smoothing. I applied smoothing to the shoes, sleeve, inside of sleeve, inside of the gloves, and around the front of the hood

- Light setup
I’m no pro when it comes to setting up light sources so here is a quick and dirty light scheme. I have four lamps, one in front one to the rear and two half power out from each shoulder and one sun lamp.
Here is a quick render so I’ll know what I should expect.

- Uv baking
Go to the alien helpdesk website mentioned above. There you will get all you need to install BrayBaker. Now to use BRB the first thing you’re going to want to do is change the world color. BRB isn’t perfect so having a neutral color will make it easier to remove mistakes later on.
Here is a quick snap shot of the options you will want to use, but don’t pay attention to the tile sizes in the image. They will be specific to your project
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We want to map “to uv coord” that we created. If it says no uvcoordnites make sure you select texface in the material tab. The image: must be set to what you want your final image to be. 256,512,1024. The max tile size needs to be set high enough to be able to handle the largest face on the uv map. In my case the face with the longest edge is one of the polies on the leg. If I took that edge length and made a guessed as to the percentage of the uv map that the length squared would take up, that would be the max tile size need. So if the longest edge out of all my polys was about 1/4 the length of my uvmap and my map was a 1024. 1024/4=256. I would want the tile max to be about 270. Just to have a margine of error. The minimum is not as important. It will influence the amount of time spent rendering all the faces and possilby may reduce the number of artifacts created using BRB.
Save before you run BRB. Now watch as BRB makes one render for each face on the mesh. The size of the render will be within the Tile max and Tile minimum. Then each image will be chopped up and placed onto our uvmap.
like this.

as you can see there are a number of mistakes that we’ll need to fixed when editting. I used grey for the world color which resultied in grey errors. If I had used the default blue, the lines down the middle would have been blue. The line down the middle are most likely the result of having a mirror modifer on while running the program. Though it would have created errors all the same.
Step 5.
Now you can remove all of the extra vertices. Go to edit mode select all verts (A) hit W, and remove doubles.
Step 6.
Last step is to clean up the mistakes and make your texture
note this could be used for a lot more than what is shown here Similar to lights, materials could also be baked in.