I've made some more progress on my texturing of my professor, so i thought i'd do a little breakdown of my process here.
First i start by unwrapping the model, by selecting a set of faces, and applying a basic unwrap mode to it (e.g. planar or cylindrical), or by using my QucikUnwrap script to get a basic unwrap. I then finesse the shape in the editor, using a checker texture as an aid. The unwrapped UVs are laid out to fit on the sheet.
A texture is sourced, from my own clothes if possible. Using a photoshop filter and clone stamp the texture is made to tile. It is then duplicated to fill the chosen area of the sheet.
At this point I apply the texture to the model, and look for any problem areas. In the case below the texture was warped where some UVs were not welded together properly, and was easily fixed.
Once the texture looks roughly right on the model, I "paint" some seams on, by using the dodge and burn tools to give the impression of a edge.
Then, by editing our brush settings, I create a brush that paints on some stitches, to give some detail to the seams. You can see the brush settings below:
This process is replicated over all the other relevent areas of the model.
Finally, once i'm satisfied with the texture, i flatten it, and desaturate it to turn it into a bump map. On review, i normally edit the levels, and paint some more contrast onto areas, such as the pocket below.
And there is one textured model. At present i am working on half of a model that i have applied symmetry to. Once i am ready to collapse the stack, i will do so, and fix any parts that need to be non-symmetrical, such as the flies on these trousers.