For comparison purposes, here is the original Igqira Weskit:
http://img190.imageshack.us/img190/6...raoriginal.jpg
To start with a clean slate, I dumped the textures, scoured the DATs out there for a nude one that had good textures already, and carefully combined the two:
http://img811.imageshack.us/img811/1...igqirawip1.jpg
To complete something that precise, I opened both of the textures—the naked torso and the Igqira Weskit—side-by-side in Photoshop. I copied the naked torso texture as a new layer onto the Weskit image, lowered the transparency severely, and zoomed in to carefully cut out the parts that weren't needed.
Sometimes, you can use a variation of this method to fix things like the pixel bleeding you're experiencing, and other problems, too, like color changing causing obvious over-saturation and making compression artifacts visible. Make a new layer, select the area over the mussed-up pixels, and create new content to replace it. You can then carefully adjust the transparency to ensure that it blends in with what's already there. Alternatively, you can change the entire shade of the piece to make pixel bleed less noticeable.
As for the next step:
http://img341.imageshack.us/img341/8...igqirawip2.jpg
This was the "first draft" of the tattoos. I didn't make the tattoos myself, but I used a variety of free sources on the Internet with no legal restrictions. They required modification to be used for my means, and considering how delicate the textures were, this was a
lot of pixel tweaking.
However, those ones just didn't work. They, like the Dragoon-related criticism I mentioned earlier, emphasized that the textures were low-res. They were too delicate, and it showed. I needed something bolder that would provide a cleaner look.
http://img850.imageshack.us/img850/1...igqirawip3.jpg
As you can see in the picture above, in addition to the new tattoo texture, I removed almost everything on the back, including the strings and the feathers I'd put in. I knew it'd be better to start with a clean slate. This required much more pixel-precise work, since I had to redraw the leather to compensate for the loss of the holes.
There's a reason the tattoos end at the shoulders, too—that's where the arm texture ends, and the torso texture begins. It took a whole lot of work to get that and the back tattoos to not only connect, but animate smoothly when the character moved. That final product is here:
http://img197.imageshack.us/img197/7...igqirawip4.jpg
This version doesn't just include the finalized tattoos on the back—wherein you may notice that I faded the smallest, finest lines, letting that eliminate any low-res qualities they'd have given away if they were bolder—but it also shows the replacement threading. I didn't draw that, though. Instead, I Googled for it. Naturally, whenever you use real world imagery in a FFXI texture, you'll need to ensure that it looks fine when it's shrunken to a smaller version, which a lot of things won't. The amount of detail lost will be immense. On top of that, they'll then be blown up to cover whatever you're texturing. This is why it's easier to make Tarutaru look good, by the way: their textures are hardly changed at all.
Here's the final version, and the customized face that I made to go along with it. A lot of in-depth work was done around the medallions to sharpen their appearance, and to refine the crappy looking ones that were drawn onto the chest texture underneath.
http://img85.imageshack.us/img85/155...customface.jpg