But it’s not great as a selling point in a portfolio unless there’s some context. What is the intended use of this model? Is it meant for a real-time game level somewhere? Is it going to be part of a larger piece? Is the detail going to be lost once it’s all integrated and shown in context?
Akuma - fanart I made this Akuma fanart because I've always been a big fan of the character and wanted to capture his strength and presence better. Tried to give him a more personal touch. Hope you like it!
On a thing like this car hood detail I would rather make all normals same , borrowed /transferred using normal theft/ data transfer or whatever from a surface before all those extra ridges added and keep their shading in the normal map only . Would work perfect for LODs too.
If you've got a streaming setup similar to Unreal's virtual textures or the more recent stuff enabled by dx12 then texture size really isn't a concern anymore and you can chuck 4k or bigger maps around as much as you like. if you don't then texture size very much is a concern and 4k maps are generally something you want to avoid
either way though, as I was trying to explain to some render programmers a while back, authoring really big unique textures is much less efficient and manageable as a workflow for most assets than using tiling maps, mask blending and detail shaders etc. so even if we could chuck infinite texture data at problems, we still wouldn't want to.