Now that I've looked at your UVMap... ehh, you need to learn how to maximize texture space. Here's what one of Flozi's maps looks like:Argh wrote:now that I've looked at your painting... meh... you need to learn how to keep your painting cleaned up... no wonder you cannot keep your lines straight, you can't see where an object ends or begins very well. Here is what one of my maps looks like:
Basically, I take all shapes on the uvmap, select them, expand the selection by 3 pixels, then make a layer via Cut... it helps tremendously, if you know where your objects are, and their real shapes, at all times. If you need to know the exact positions of the polygons, then you just use a semitransparent set of lines using Inverse as a layer on top of everything else. Much easier than painting like you did, with sloppy airbrushing everywhere, and you never accidentally paint what you don't want to, if you use Magic Wand to keep your selections clean.

Basically, I take the model, give it to Flozi, and 2-6 weeks later get it back looking like that. It helps tremendously if you actually have some sort of pre-texturing planning, and basic ability to fit shapes together in a neat fashion rather than tossing them around without bothering to resize or reshape anything.
Wasted uvmaps = wasted filesizes = wasted caches = wasted performance. But you're the best texturer that ever was and you're going commercial so who cares amirite?
Textures look like the originals. Very artsy-fartsy and unconventional, which I like. All "bawbaw if you knew what you were doing you'd do it like me" aside it's an obvious artistic expression. On the flipside, at first glance I thought the models were far less detailed than I realized when I checked out the model/wireframe; you could probably reproduce the same look with half the detail.
Also, that reminds me of a Catalyst/Myrmidon.