Collar UVs completed and some more shader work.
These UVmaps have a lot of internal “blank” spaces, and while I’m not a huge fan of that, I actually tried to chop it all up further to save more texture space (as shown), but it was never enough to actually justify doing it. It will be fine.
I did a couple of test bakes (full of glitches) but I am fairly impressed by the result already, with no attempts at color correction. I especially like that backing ‘felt’ a lot.
I also did some work to clean up how my materials get mixed, (specifically specularity, environment and gloss maps) which made me to realize that there was a problem in how I was rendering the metal on the grommets. It is fixed now and I think it looks a lot better.