afaik, Compact Memory unloads data to your hard drive, so you want that cranked all the way up (256 is waaaay too low) to properly take advantage of your ram instead of relying so heavily on your HDD.
use photobucket or similar and just link them in with tags for texture sizes first find a resolution thats suits say 256 per metre then stick to that and yes lots of tilling textures and smaller textures are generally better as they are more re-useable
Here is a character i just finished, hes called stoick and hes from how to train your dragon. I still have work to do on him, he needs weapons, an environment and a dragon to face :) hopefully ill have it done by the end of the week. 778tris in total, 256 diffuse and spec map. More updates shortly :)
Depends of your object : it's an important object ? Does it need several different diffuse ? Show it, you can't decide what to do without determining what is the purpose of the object (quest object or just a decoration ?). In your case, I guess the best optimized case would be the 256 UV overlapped + the lightmap like your…
i usually use a tiling bark texture that is 256*512 size or so (tall rectangle like ryno said), since you'll notice the horizontal tiling a lot less than the vertical, and keep my leaves/alphas on a separate sheet since the materials will be split anyway, so no point in keeping the bark and leaves on the same sheet =) .
Looking good for the limited resources you've got to work with. The guy on the left hand side looks like he's lacking something... perhaps a bit more dpeth, a few darker patches and what not in the blood on his chest or something. I know working with the 256 colour textures is a bitch. What does Mundus Vult Decipi mean?
Priced at $2500... Which means at least £2250 here in the uk. That is an absolutely obscene price tag in my opinion. Anyone who buys one at that price should really consider the integrity of their mental health. The only justification I see in that price is monopoly. I think I prefer the 21UX. Im still an 'Intuos guy' but…
I've created my 2nd lightmap uv's from my 1st all stuff seperate, not overlaping and not flipped. I have also boosted up the resolution for those here to 256. Still getting random pixelated shadows on BSP and static meshes.
illybang is right - that flickering ("Z-fighting") is caused by the pieces overlapping. It looks like the pieces aren't a size that will snap to the grid nicely - ensure they are exactly 256 units long. Could you also post a screenshot of the top-down wireframe view in UDK?
Would you mind sharing how you did the bark texture? Did you do something like 256/128x1024? Or is a square tileable one like 512² and vertex painting? I'm asking because of the green part on the bottom of the tree. Thanks.