@ almight_gir
How does the shader tell the difference between car paint and something like head lights without some sort of mask?
Most likely the model is split into multiple materials/madis, with a carpaint material where it makes sense and a standard material in other places, and probably some normal maps for things like wheels that have a lot of detail that isn't as efficient to model into the lowpoly. Though this all probably varies depending on the game/target spec/etc.
I know for a fact that the "Lynx" sniper rifle in call of duty ghosts has a 4k texture and the scope for it is 2k. Until 4k monitors become more common I doubt anything besides fps weapons will get a 4k texture.
Reed
FPS weapons are another example of something that makes sense to have a lot of resolution. They are generally very unique assets (so tiling and mirroring won't help much), and the tend to take up a lot of screen space and be visible almost the entire game, but usually only a fraction of the asset is visible at a given time, so any flaws are easy to spot. Many games have some sort of zoom-in animation, so iron sights or scopes should get even more resolution relative to the rest of the asset.
Replies
Most likely the model is split into multiple materials/madis, with a carpaint material where it makes sense and a standard material in other places, and probably some normal maps for things like wheels that have a lot of detail that isn't as efficient to model into the lowpoly. Though this all probably varies depending on the game/target spec/etc.
FPS weapons are another example of something that makes sense to have a lot of resolution. They are generally very unique assets (so tiling and mirroring won't help much), and the tend to take up a lot of screen space and be visible almost the entire game, but usually only a fraction of the asset is visible at a given time, so any flaws are easy to spot. Many games have some sort of zoom-in animation, so iron sights or scopes should get even more resolution relative to the rest of the asset.