I know that this has been asked before but I couldnt find any other information that was up to date and relevant to my case…
I have made a character that will be used in a school game project. The character is quite large (area wise) and is currently taking up around 4 uv tiles or in other words 4 materials inside the engine. The game is a FPS where you play as two characters constantly switching back and fourth between them. So this means that this characters arms, hands, crane and tank treads will be seen up close in the FPS view. And when we switch characters the other character will be able to walk up to him very close etc. (The human is just for scale reference).
(Here’s a quick test auto pack to somewhat visualize the space they take up… 10.24 texel density for 2k map)
We have decided to go for a texel density of 10.24 with 2k textures for both characters. I was planning on having both arms and tank threads unique at first, but If they were my character would sit at around 5-6 uv-tiles/materials. I have read that it’s quite common for main characters to have 2-3 materials and such, but those forum threads were quite old so I don’t know where the situation stands right now.
Is it way too much to have 4 materials for a single character like this one? Should I aim for a lower texeldensity? what can I do in a situation like this?
Thanks in advance!