Nothing special in the textures department. I had two primary goals in texturing Velma:
hide all the seams in the cloth and keep it simple and cartoony while still having some
amount of aesthetically pleasing touches.
I had gimbal lock troubles while animating on this rig. Next rig I create I'm separating the
root rotational controls to avoid that. And I think another rotation join in the arms
to simulate ulna-radius movement in the upper arm in addition to the one in the lower arm
will look better.
I am, however, very pleased with the way the skirt animation turned out. I never wanted to
mess with cloth simulation. I had thought of active curves lofted into a NURBS surface, but
that would limit the control I'd have over it. I elected to do a very straight forward joint
structure that I would then have to animate by hand. It was faster and cheaper and the results
are great.
Here are some links to my blog posts concerning Velma's creation process...