I don;t know what the heck you're doing, but you've got the wrong renders again. Is your viewport set up incorrectly? Assuming the 128² is correct, the 256² looks like a 512², and the 512² and 1024² look like a badly sampled/scaled version of that 256²'s 512².
Here is my Psycho! A 2 legged suicide bot! It is 1500 triangles and on the big view has 2k texture. Final texture is 512*512 Edit: Aparently google Docs are bad for the image sharing....
[SKETCHFAB]75ab3c5f19c346698aae88bb45cc6f2f[/SKETCHFAB] Gave myself saturday to make one of the Ledbetter toys sitting on my shelf, a few errors on it (originally textured with a 512/512, this is a 256/256), texture leak/uv waviness.
Man, there is some awesome stuff going on in this thread! I modeled these two brothers fairly recently. They are 830 tris each, and use 512 x 512 maps for the close-ups. Everything is flat-shaded, so there is no lighting to speak of. The were modeled in Maya and painted with Photoshop. :) And this guy is 980 tris with a…
I'd say you could still do that. A 1024² is overkill for this anyway, so use that as a base to upsize the head texture, and then convert it to a 512². Even at full size the difference in perceived detail between your 512² and 1024² screencaps is minimal.
Here's a hot rod I made took me around 4-5 hours.. Wireframe(Tris:1162)(tex:512) and a NES (Tris 1094)(tex:512) @ Jonas: Man, that is awesome.. @ gilesruscoe: nice coloring.. @ Sauron: nice animations..