Always use power of 2 textures. The hardware is optimized to use them at those sizes. Your dimensions need to be one of the following: 1,2,4,8,16,32,64,128,256,512,1024,2048,4096, etc...
Awesome work dude, proportions are spot on - looks very authentic. Would love to see it in the various chapter colours, Crimson Fists, Ultramarines , Blood Angels etc.
Here's the latest low-poly work w/hand painted teeeeeexture. Click through to the blog in my sig for textures, wires, concept etc. http://craygoats.blogspot.com
@Tili oh yes, the uv spaces of wheels are larger than the rest but i'm redoing all the uv's, unmirroring things etc... maybe changing to a 512x256 layout :-/
hawken - it's going to be 1680 or thereabouts :D Maxwell - stretched UVs or not, the archer, horse, bow and knife etc at 500 triangles is impressive. Could you post the wireframe?
I don't seem to recall hearing any limits at the unity forums on bones. I rigged a few characters with a basic low poly set and had no issues for the web player. (2-3 spines, no finger, toes, etc...) I can't see anyone getting to carried away with rigs on mobile dev though, it's all pretty low res and everything anyway. Do…
I'm using blender but parenting does not fit my needs, I want the staff separate so it can move separate from the body, such as throwing, swapping hands, dequipping, etc.
Started and finished this one today, from concept to texturing! 952 Triangles! Here's the Sketchfab in case anyone wants to look at it in 3D/take a peek at the texture map or triangle count etc!