Yeah, game engines have materials, but then you'd have to make some sort of material map to separate the specularity of the different materials. So you'd be easier off just making a spec map. And Matt is right, 512² of each texture. the 512 limit means you can't use separate sheets as in: 512 for the head, 512 for the…
The reason I was thinking a material would be ok, is that an "in game engine" would have sort of shader built in. I don't think that would bend the rules... The reason I didn't think of doing a spec map, the specs states the following.... USER / PROGRAM - (player model) - 1024 TRIANGLES, 1 512 x 512 (diffuse, spec, trans,…