Lol I know hehe I forgot to crank it down to 1024 when I exported them out 2048. It will be so close that your weapon will touch the wall. The programmers will fix the density I hope.
i think it was 1500k triangles. texture size was 768 diffuse and spec, 1024 normal, 384 decal. weird i know, but thats what they asked for when i did it like 5 years ago.
I agree, I have made them slightly larger. UVs laid out, tested with a 1024 and a 512 and decided on 512. There is geometry to draw the sword, which I plan to do for final presentation pose.
Killzone is going from a single 1024 texture and 10k polys for a character to 6- 2048 textures and 40k polys. The coolest things about the Killzone demo are image based lighting with real time raytraced reflections.
Third person games tend to use 512 per square meter. First person games are often 1024 per square meter, while strategy games and vehicle-based games may be much less.
yeah you dont want to use a resolution like that, the video card will size it down to 1024x512. you need to use textures in powers of 2, ie: 64, 128, 256, 512, 1024, 2048, 4096......
haha yeah so far it's been mainly 360/pc games. I am pretty sure they will get down resed later but for your portfolio I would do nothing less than a 1024.
Still a fair while to go I think. It would be nice to get a few more sets of eyes on this. Polycount is around 18'000, with 1 *2048 map for body and sword, 1 * 1024 map for head and hair.
Some time ago I had to do an Arttest for Gameloft. The specs were 5k triangles and 1024² diffuse/normal/specular. But like poopipe said a 3k 512² maps character is probably a good estimate
just to give you a heads up, the c2 barrier was split down the middle, re-used the end pieces and so on - your map has an incredible amount of wasted space,you don't need a 1024