Maps: 5 2048x (Diff, Gloss/Spec, Glow, Norm, and an engine-specific Player color mask)
Lowpoly mesh by theShadow
Highpoly mesh, unwrap, texture, and optimization by me.
Made for the open source online FPS game Xonotic
. Licensed under GPL
This was a real headache. I experimented with a new approach - Using hand made displacement maps to create actual geometry and bake those. I finally got it to work after spending 24 hours on it. Turns out I was generating the normals/displacement maps wrong.
The number of subobjects also required this to be exploded into TEN geometry groups and then exported individually into ZBrush. Necessary to get the required mesh resolution for the displacement to geometry to work without killing my RAM (My PC dies when calculating normal/displacement maps at about 4 million vertices in Zbrush, I'm still on x86 thus can only use 4GB of RAM).
There are still aliasing on the normals themselves because of this (plus all this was crammed unto a single 2048x map), but not enough to be really a problem.