i havent read the whole thing but i have one suggestion/comment the chain mail looks like crocheting :( http://img2.etsystatic.com/004/0/6800209/il_340x270.365218022_3h4j.jpg maybe a diff pattern?
there is never a need for 2 1024's blurry is not solved by the map size its done by photoshop skills, the best maps ive seen have been done on 512 and even 256, think about it
yooooo textures done on the skin for this guy gear textures coming later this week! sporting 1024^2 diffuse, spec power, spec color, alpha and normals hope u guys like it! -woog
Damn Daz, these are all great... Jaws is outta hand, I love that crazy hair! Also 1280*1024 is my desktop resolution next time your render out a sheet of heads like this;)
Here we go "CAMMO TUTO" , maybe can help - http://www.sourceblog.org/forum/showthread.php?t=824 http://www.sourceblog.org/forum/showthread.php?t=540 http://rosajonas.thanez.net/tutorials/Camoflage/tut_camo.htm
I think 2048 is fine. But i think if you put it down to 1024 after texturing is done, you're not going to loose much. But yeah, Great fricking model dood, looks lovely. :thumbup:
yeah, I was too concern about working with limited resources and forgot the main point is making the environment looks great. It 2 x 1024 and 1 x 512, kinda old school game.
Working at double res for small assets is usually a solid option. I don't think I would do a 2k map for an asset that was going down to 512, 1024 makes more sense for that situation.
You are much more likely to see 1024 or 2048 texture with detail maps. But I think I heard Paragon has some 4k maps for characters, but most of the time they are going to be at lower resolutions.