I'm far from an authority on the topic, but it seems reasonable to me. I'll cite ArenaNet's character art tests which budget 7500 tris with 1024 normal, diffuse, specular, and alpha.
Alright, calling it done for now as I do have more important work I need concentrate on. I decided to stick with a 1024 for the sake of presentation, but that can definitely be downgraded and optimized.
Thanks Priareos for the report! This is a bug with non base 2 resolutions (i.e. not 1024, 2048, 4096 etc) and has now been fixed. A new release is coming very shortly. - Teddy
My favourite zbrush speed tip: Have an understanding of your final map size and detail accordingly....dont get engrossed in the higher sub div details if you are baking to a 1024.
First test mesh and bake. Nice and clean. 1660 triangles, just with a 1024 so far. I'll still need to add some extra supporting loops to rig her though.
Quick update here, reworking my Knight and am still working on the texture as you can see. Right now he is approximately 2500 polys, and is using a 1024 texture sheet.
Thanks for the kind words guys. MephistonX, here is the textures as requested: 512 for the head(the blurry outline is something I had todo to fix a seam issue in marmoset) and heres the 1024 for the body: