This asset sits at 7600 Tris, and although that`s rather high for a single asset (depending on the game and engine), this is a massive trebuchet standing at a height of nearly 40 feet when loaded. The first LOD comes in at 3025 Tris, and the second LOD is 1712 Tris. As for the texturing of this asset, there is a diffuse and normal map, both at 2048 x 2048. I could put a spec texture in there, but there are very small metalic areas and spending another 2048 x 2048 may not be worth the memory impact.
The engine i used to render these out at (Marmoset) gives a good look even without a specular map. Some engines, such as Unreal Tournament can allow you to darken the diffuse and use that as a subtle spec map, so depending on your asset, the texturing method you used and the game engine, you can easily get away with fewer textures, allowing for more memory to run the game.
To achieve the absolute maximum quality for this asset, i have split up the texture space based on the ratio of textures and their importance. Wood planks, Wood boards, Rope, Net, Metal, Other. The main areas tile from top to bottom, allowing for the UV`s to be scaled up, allowing for tighter textures. As you can see from the human scale in the ref, below, keeping everything in the 0 to 1 space would not allow for a good enough texture quality unless it was bumped up to 4096 x 4096, which is not acceptible. Because of the way i textured this asset, Ambient occlusions will not be able to be baked in, unless of course you use a second UV channel, which i have not done here. Some engines provide `Screen Space Ambient Occlusions`SSAO`, but not all of them, so checking that before hand can save you a load of hastle.
The images you see below were rendered in the Marmoset Engine.
Reff:

Marmoset Engine Renders





Asset Breakdown. (Click to enlarge)
PS, if you want a link to the rendering tool i used for this asset, here is a thread with more information can he found here.
http://boards.polycount.net/showthread.php?t=61346&highlight=engine |