I take it the best way to optimize textures is to fit as many different model textures into a single UV Map as possible (duh). I only just noticed that's how the native textures work. Truth be told, this is the first time I've ever modeled/UV mapped anything. I'm picking it all up pretty quickly though
So really, I would only be replacing the current textures with slightly larger ones to fit in the additional details. Unless the file size of the textures is what would cause problems? Currently the smaller textures are about 512kb and I might have to bump some up to about 1mb.
There are quite a few models and textures that aren't being used (like the dagger I modeled). I bet there are some current textures that could be combined. I could look through them and see what I can do?
I'm also making sure to use as little new faces on the new models as possible to keep that demand low. Is there a set limit of new models/materials allowed in a BRF?
Also, is there a better way to view a model in game? I'm currently either buying them in cRPG and equipping them or chasing around people who have the newly equipped model
Inefficient but it works.