Tor'ing? Frick'ing? He didn't invent it but he did make it popular with his minimalist approach to his Sci-Fi scene. He uses a lot of UV tricks but the entire scene uses 2 256*512 textures and makes good use of this technique.
Yeah chill out, I was just being realistic. With our engine at work, we commonly use 256/512 texture maps for entire cliff sections! As an individual piece it is good. I don't even know what I'm talking about now.
Looks good, although I think you could optimize your texture usage for the bricks. Those bricks could all use one 512 texture set. Also, for rocks, you could use a single tiling rock texture for multiple models.
I see the gaps on the normal map and will fix them. 2514 tri's I also see some more geo that can be fixed. Thank you for the suggestion on the 1024 x 512 map I was going to ask that thank you all for your time.
64 is still a very low light map resolution, especially for larger objects. A 64 light map would only be good for simple and small things like those lanterns or the small items on the bar. 128-512 is fine for larger and more complicated assets.
...aaand here's a model of the revolver she will carry. still workin' on the texture. it's one freudian firearm. 437 polys. the texture map is 1024x1024 now, but i might downgrade it to 512 since it's not gonna be that big on the screen. here's the concept sketch, with a raging bull for comparison
Splash Damage released this .pdf that details how the many different types of armor were made: http://www.splashdamage.com/downloads/pubs/Punching_Above_Your_Weight.ppsx A small look here at how this was accomplished in The Witcher 2: http://www.youtube.com/watch?v=XNsxwX_sva8&feature=player_embedded#at=332 -skip to around…
Update time. Got everything on the 512 which I am quite happy about. Floor and wall isn't mine. I want to put this on my portfolio but not quite sure how to display it properly either. Also The transparency (as an alpha in the tga) doesn't seem to work in the maya viewport...
Cryengine 5.2 is out, with a better FBX importer (not only static meshes, but now also materials and animations plus automatic conversion to cryengine formats), realtime GI (SVOGI) enhancements and other stuff (videos available at the link). https://www.cryengine.com/news/cryengine-52-is-now-available-for-download
@narticus: Thank you man! @AlexCatMasterSupreme: There are actually 502 tris, these are just little props in the middle of the scene, do you think that I lose too much detail in my silhouet or something because of the low polyness? Where do you think that I need to tweak exactly?