How many faces or polys on it? Good luck with that. I suppose you can use it as a high LOD model.

    fire7side

    It has approximatley 11k triangles. All quads. It looks highly detailed because of the high resolution normal map. 4096x4096 16bits.

      newmodels 4096x4096 16bits

      That's a bit of an oof in terms of memory budget in particular. You might be able to achieve a similar visual quality by dithering and then converting to 8 bit but achieving a significant reduction in memory cost vs slight visual degratation.

        Oh, been busy working on water pump today. I want to get that texture lower.

        Here is some hair I put on it. Not very realistic as of yet.

        I imported the texture into krita for resizing. Not certain about dithering in krita, but the model looks almost the same at different resolutions. Maybe it's the distance from camera?

        Here in top left corner is original, 4096x4096 16bit.
        Top right is krita's 2048x2048 using bilinear filter downsizing it.
        Bottom left is krita's 1024x1024 using bilinear downsizing the 2048x2048
        and bottom right is krita's 512x512 downsizing 1024x1024 using bilinear filter.

        After I put the images together I then down sized it using bilinear filter to 1920

          9 days later

          original design, but i would do some more work to improve the textures.

            DJM

            Do you mean the normal map, or diffuse. I agree the paint is not too good. I am not that good at painting, but I can try to make the diffuse map better. Not certain how to improve the normal map.

            It's hard using blender for painting, if I could only have krita's tools inside blender.

            normal map is fine, the diffuse is just 3 colors painted on the model. its way to clean. use your normal map to bake cavity maps and occlusion and use those to add detail and color variations on your model, just my 2 cents 😉

              DJM

              I tried extracting the blue channel from the normal map in krita, and then adjusted the levels for creating a cavity map.

              And then stuck that with an overlay node in blender, blending the diffuse.
              I baked an Occlusion map, but not certain how to use it.

              newmodels alot better allready, are u using free software only? u can create a smooth curvature map in 'material maker' from your normal map. im also sure u can bake a curvature and cavity maps with blenders 'textools'
              a simple trick is to overlay the curvature map over your albedo in krita to add detail.
              but for best results its best to use a pbr texture painting tool for your materials

                If you are going to make this a fur covered creature then perhaps consider adding some stripes or color splotches like on a painted horse or such perhaps?