Hey Brownnboot...Thanx for your reply. I respect your feedback greatly.
To answer some of your questions....
Using Emmisive in Blender gives off no light...I faked it with alpha mapped planes and used a light parented to the saber to create the glow in real-time.
About the head....I was pushing for it but when I ended at 11000 tris after my first low poly I had to work very hard to get everything I got in at 8000 tris. The idea was to make up for it by having a strong cube map on the glasses.OH...And the biggest reason for going with the helmet and not the head was I was affraid that she would not sell as a Jedi with her menacing facial features. Verpine look more like "baddies" than "goodies"!
About the UV's. It depends on the engine...but normally I would definately not have all my UV's on one map. Especially not the weapon included with the character..or depending on the function of the model...maybe a sepparate head and body UV. In these comps you are restricted by using one UV map. You can not break them up into smaller components. This means that when you lay out your UV's things are pretty much carved in stone....if you wanted to later unstack UV's because of symmetry issues or for whatever reason, it might mean starting over or seriously compromising part of your model. If I was allowed to split up the maps then there would be more room for error and I would stack more for these comps.
Still about the stacking. I textured her in ZBRUSH and I did have symmetry on the torso and the sleeves but it was very obvious and I decided to let go of trying to stack those UV's. The areas I know I could have stacked are the feet and hands, but even the legs, with the AO baking, this will not work because of the pouch on the opposite side. Also for the pouch on the arm, which I opted actualy to make part of the arm mesh and not a sepparate object...and the folds were sculpted completely different due to the pouch fitting around her arm.
About the Spec Map. Actually I only ended using that on the helmet. Totally waste of a spec map. Just didnt have enough time to tweak it.
I wanted to use a cube map on the glasses and I think that it is the one thing I will still do. I was not sure if a separate cube map was allowed for this comp and I got no answer before submitting my entry....so I ended faking all my reflections using my actual diffuse map. Turns out we were allowed a sepperate reflection map.....so totally bummed because the glasses are lacking to what I originally had planned for them.
The thing you have to remember about these comps are that the best choice....is unfortunately not always the best choice...
Thanks again for your comments. As always you are spot on!