thanks, i'm glad you like it. i divided the texture in three different ones (1x M249 [2048²], 1x EOTech Scope [512²] and 1x AmmoPouch with Ammo [512²])
Here is one of my pieces i've been working on for a while. 1051 tris, with 2 textures; it uses, a 1024x1024 texture for the body and a 512 by 512 (with an alpha) for the hair. Below are my textures
Been practicing some more 3d stuff with handpainted textures. 10k tris and 512 diffuse 1k tris and 512 diffuse dont remember the tris count and texture size for this one.
Tile the base material using a 512 or 1k, then layer the panel gaps, borders, inset hole punched panels, and the little circle details with decals from a 512 or 1k trim sheet.
Car #10 completed and rendered in the Unity Game Engine. The final poly tally is 860 polygons and the asset uses a 512 x 512 PSD texture for the diffuse and reflection (in alpha channel).
i get the benefits - i just don't see the tradeoff being profitable for cases like a cooking pot. Usually this is the sort of minor asset that you find in the background and your primary concern is making sure its as fast to make and cheap to render as possible. The difference between chucking a 512 or 256 pixel texture…
work in progres on low poly assets the AO is just computed on the graphics card I'm not sure if I bake it on a diferent uv layout later the texture atlas is 512 x 512
How's mobu 2014? 2013 was broken as hell, had to revert back to 2012. Try 2014 first and see if it works fine, 2012 should be cheaper and more stable/ less buggy