LATEST EDIT : https://sketchfab.com/models/7029db1524be4a14b15273afe16ba584 Making a low poly and stylized character for a (non-existant) MOBA-like game (yeah I know, there are many of those already) but I think it gives a good starting point for designs. The poly budget is very limited at a maximum of 3.000 tris with…
Just guessing but each pass has 2 512's for each character, if he used one 1024 that would be 4 512's. 2 more then he needs. 1024x1024 = 4 512x512 512x512 = 4 256x256 and so on.
Im not sure 100% what you're getting at but your larger props can be 1024 maps and your small props could be 512 maps to keep texture density roughly even across the scene (4 512 maps in 1 1024).
about 500 polys and a 512 by 512 for now unless programmer tells me to scale it "the lids aren't THAT big of a deal for what you are doing." indeed it isnt,its for a police program, but i think ill do it either which way.
Here is a more recently made character. 8) The character is 9322 tris with 2048*2048 diffuse/specular/normal maps. The machete is 748 tris with 512*512 diffuse/specular/normal maps Used; ZBrush, Topogun, Maya, Xnormal and Marmoset.
Regarding materials I now have a shader with colorizable rimlight, fake sss and hopefully other fancy things soon. Will post it later if anyone interested. Here with 512*512 maps two default lights and one Roboblitz skylight. Wooo.