On a character I would still not go any higher than 512, depends on your target hardware but often a 1024 map is used for an entire character. In my opinion, if you have a 2048 texture map on your character you can go for a 512 texture map on the mask, but if you have a character with a 1024 map 512 might be pushing it…
I have to agree with CGvanHoudt. If I was making this asset (assuming that it will be an in-game asset) I would be using a 512 for everything but the glass. The glass I would have on a separate 128 with alpha. that way you don't have a 32 bit 512 texture. I wouldn't even bother mirroring the UVs, a 512 should contain more…
thanks whats_true :) CGvanhoudt...I'm going to have to bite the bullet and go to a 512 arent I :)...I did rework the UV's this morning to see what a mirrored head will look like so I think that I will finish texturing the bigger map version...just cos I'm learning a lot re-doing the textures on it, and then scale down to a…
Thanks cgvanHoudt, I havent mirrored a head before but it's definatly worth looking at while I'm changing stuff around, thanks man....dont know if I will go as low as 512 though....that level of res still scares me :)
I think that both the tri count and the texture resolution is way to high, I would mirror the 'face' part, since it's symmetrical anyway, and cut up the green metal part. I think you can get (nearly) the same result out of a 512 map if you use your UV space better.
CGvanHoudt, coincedentally I got some other feedback that sugested the same thing so I will be giving that a go on the 512 also. well the weekend was taken up with many things but I did get a chance to do a little more to the larger maps, jst the metal left to re-work now I think....although i'm still playing with the…