What's the best use of texture space for a low poly character who's outfit is entirely symmetrical except for a belt that's at an angle? The belt doesn't have it's own geometry (which would trivialize the problem). Usually in the past I'd paint half the texture in photoshop, mirror it, then draw the odd object over the top…
There aren't any n-gons, it looks like they were just 1 pixel lines that blinked out of existence when I scaled it down in photoshop. That's a fantastic link, though - thanks! The tris look just like that first example, but it's good to know how to weight them when I get to that. Right now it's 450 tris (including head and…