Exactly. Engines Mip in powers of 2, so try tI have your atlas divided more evenly. Ie, have every side of every atlas element a power of 2, so 64, 128, 256, 512, etc. I wouldn't reccomend atlasing in thirds like you seem to be doing.
With a lightmap res of 1024, even with that few assets, you're throwing video memory clean out the window there. With 12 assets, even if it was just 1xDXT1 per asset (it's not, it's several times more) that's 12mb of VRAM for a small part of the scene. 256 might be overkill. I would not be surprised if the game limits…
I'm not exactly sure how this works, or the reasons behind the limit of exactly 512, but you could always take all your textures that would be on screen at any given time and simply see if they all fit on a t512x512 space in PS. Example: 4 x 256 texture sheets = 1 x 512
So you did a lightmap of 256 for the whole house? Thats too low. About the rail, just add a proper uv all around, idk what you use as a 3d tool so i cant go into specifics...
biggest problem I am having is the shadows. I have tried my own light maps and generated light maps from 256 to 1024 but when it comes to building lighting I am losing them all in game.
I had to exaggerate a lot as it's top down and rendered out as 256 sprites. The wear isn't as overpowering in game. I do hear you though I didn't want that much wear, but I wanted it to show up in game.
I would recommend GTX 1060 6GB simply because of better drivers. How ever the RX 480 has better hardware, 2304 stream processors vs 1280 cuda cores and 192 bit vs 256 bit.
You could definitely make your texture a lot smaller. You could probably get it down to a 128/256, especially seeming as it is so low poly. I really like your colour choice though, nice stuff!
Yeah those shadows are definitely a simple octagon. And I wouldn't be surprised if the reflection texture was a single screenspace one instead of a cubemap. But if you're just emulating the style, yeah stick to about 500 tris and a 256² with a simple cubemap in engine.
Nice! 256 or 512 would seem more appropriate I agree. It's a shame the banner's missing. It's a key element to the character. The beard somhow looks like part of his garnment, some darker strokes in the beard would help too.