Thanks Shy!
As it happened, I had to edit a couple of times and it resulted in a somewhat obscure part at the point of selecting and arranging the mapping elements.
I did not explain well there, and my chihuahuas were bothering me as much as they could.
By such expression I meant to select the frontal mapping element so as to separate both because one is on top of the other.
With a little practice you will master the process. Do it several times and do it with the Male character as well.
When you want to perfect certain mapping areas, like in the bossom middle, you can go to the UnwrapUVW Modifier edit window and, setting the select vertex mode, select only those critical vertex areas, to do a partial relax on them, always protecting the outside boundaries with the check box.
Also the small areas at the axillar region need a little bit of tweaking. It can also be done by hand and I will make a small tutorial on tweaking so you learn how to adjust small mapping distortions.
What I forgot to say is: After pushing the mesh into a thicker one, go back to the Unwrap UVW edit window, and REPEAT THE RELAXATION PROCESS, exactly as it is done the first time. Pushing always affects coordinates a little bit.
I am sure you realized the fact this mapping technique allows to make much easier connections in the clothing and the horizontal alignment is so good it is very practical to cut the opacity map. Maybe you can make a better template, instead of using the rendered one. It would be good to have a template with clever cut lines.
Another fact is at this point we are not using the "lower" part at all, so we can create two complete layers which, rather than being "upper and lower" in height they would be in depth, one above the other.
At my next tutorial I will show how to edit, relax and mould the mesh into new shapes.
I hope you will come up with your own character collection soon!
Mike

Mike Aparicio-Reallusion Certified Innovative Content Developer