To tackle this I think it's a good idea to start thinking modularity. Meaning you model/texture smaller pieces and assemble them through out your scene. The concept is very well explained and demo'd by Futurepoly. Check out their 3D Modeling Architecture playlist. https://www.youtube.com/user/Futurepoly
Great feedback, thanks. I will have a play around in Maya and see what I can do. Will do! Once I've nailed the workflow I'm going to include it in a larger scene so I was thinking about leaving stickers & extra grunge for the decals instead to help keep it modular. :)
I would remodel it, depending on what you want to achieve, make it modular maybe. What going on with some of the faces? Are they flipped? Looks a bit strange. You could try to skip SketchUp next time and model this kind of stuff directly in Maya, might save a bit of time and headache.
np mate. Try to play with the modifier( pivot point and channels), it's a bit tricky at first ( the maya bend modifier could really use a visual upgrade)but i'm sure it'll give you the result you want in the end and you'll be able to make a lot of modular pieces with one asset :)
Sounds like you want to create some modular system for dragons. This sure doable, but needs some solid planning. And to do so it would need a lot of preparation, such as concepts. Trying to improvise this wouldn't be good solution. So show us what you have and what you want.
You could unwrap them by material. Usually, I keep the flesh/skin separated from the clothing. Eyes and hair can go on the same map as skin. If there are many accessory, they can be separated from the body texture map as well. I try to think of it as modular, or at least color swap :)
For my next project I am going to be creating a modular setup for creating simple cathedrals. I have started by creating some basic pieces and tomorrow I am going to figure out how i am going to unwrap everything so it all lines up correctly.
So i got a pentax m42 50mm 1.4 and some other stuff on ebay, came with a little modular filter holder thing, so i cut a circular peice of cardboard out of a kashi cookie box, cut some heartz into it and threw it in the filter holder. Instant bokeh shapes!
Agreed about the cave. Is it just sculpted out of terrain? if so you might consider actually modeling a cave mouth or at least some modular rocks you can pile up to give it a less smooth shape. This thread might be useful for inspiration http://boards.polycount.net/showthread.php?t=50160
If you were working on ps2 spec, that sort of hardware generally handles more, smaller textures better. But modern hardware, you want to pack in as much into 1 texture as posible. I generally texture modular sets for entire buildings with 1 single set of 2048s to reduce draw calls.