I resimulated this goddamn sweater for like the 500th time (seriously I cannot tell you how many times I have fussed with the simulation of the clothes) because I realized that I needed the pieces to be rectangles on the UV map so the argyle pattern can wrap around correctly.

Now I gotta retopologize it and reproject everything all over again ffffff. On the plus side, I can take this opportunity to make the sweater higher-poly. I made the boots too low-poly, and the folds look really bad from some angles. Current sweater mesh has the same problem.
I also briefly played with making maps for the hair last night, but it looks really shitty:

I'm going to need to do a lot of research to figure out how to make hair look good. Also, Unreal doesn't support anisotropy right now (makes the highlights flow along the length of the hair), so that's going to be challenging.
Maybe I will use this thread as a diary to post about how incredibly tedious and laborious making 3D models is, including all the shitty steps no one cares about but are vital.
Edit: Retopologized and repacked the UVs.

If you don't know, UV mapping is the process of telling the model where to put the texture. You put a checkerboard pattern on the model while UV mapping it so you can check for UV distortion and make sure the resolution across all parts is similar. I have four texture atlases altogether (and will get another one for skin), so they're not quite the same resolution.