After a few beers I thought I'd shit one of these out so here we go: 300 triangles, 2x128x128 and 1x32x64 hand painted textures total for character and scene. Probably one hour for the whole thing. Just goofin off in the middle of the night, hell, hadn't touched maya or photoshop in three weeks, yum.
http://chrisholden.net/jackofflantern.jpg
Replies
http://chrisholden.net/cemewall.jpg
typo, minus 32x96 that is.
http://chrisholden.net/spide.jpg
wanted to use 8 legs, but the polycount didn't, thus the name gimmick.
item/object
character
monster
scenery
Later (if I stay up longer), or tomorrow, I'll assemble them all together in a lovely scene.
Alex
Apply seperate materials to each plane that uses a different texture. Or you could use multi sub object material.
Under the bitmap paramaters for each material, turn on Cropping/Placement. Just hit the apply tick, then go to view image and arrange the crop gizmo over the tile you want to use. Then set the U and V tiling to whatever you need.
http://chrisholden.net/decals.jpg
These work the same as signs, alpha'ed pipes, blood splats, impact damage, scorch marks, etc. and can be found in almost any 3d game. This technique is used heavily in console games where resources are, generally, used with more disgression. Slum also explained the other technique if you can't float a few polygons. Hope this help, if it's still buggin' ya, you can always PM me, and I'll tell you the same thing worded slightly different.
Thanks for the kind words everyone. Shit I still have to assemble these into a scene. I'll do that now...