Hey everyone, thanks for the responses - there's a wide-range of insight here that is more than helpful! SO, in summary it's looking like texture resolution and the number of drawcalls should be considered when modeling while vertex count is something to be considered for hero assets and mobile games. I did not know that…
I'm looking at your wood crate, and I'd personally make it a tiled texture. Also 512 is fine for it, don't do 1024. And an off topic question, is there a reason for using the Polycount logo?
you could start by organizing the parts by region, by asking: "which of these objects are Locally owned by the library vs which of these objects are Global to Pandaria?" some textures always go together, like the parts of the pillar and the bookshelf, so they should be on the same sheet. the hand rail is made from similar…
Today was rather exhausting, so this is as much as I got done: Baked out normal, AO, and Cavity maps. Here it is running in Maya at 1024x1024 currently. I'll size it down to 512 for the final version.
Well, from what I know some CG doesn't like very much some hard ratio aspect (like 16x512) but most of them will handle without any problem something like 512x1024 or 256x1024. I guess most of the current game engine are not afraid of this type of texture now.
You might wanna try 'Normal Thief' to reorient the grass instances so they get smooth shading. I can't tell if they are always facing the camera or randomly rotated grass patches though. I rendered this in scanline, then just added some fog and contrast in PS. The shading changes with lighting position. It only has 512x512…