No worries Sly, I'll create large textures. The point is I want it to look good and 'readable' with lower-res textures as well. For instance, the UT2k4 health base has some small details which require pretty high texel density although you'll never notice those tiny bits in-game.
Nice work !
You could add a texture like cp_specfloorgrate2 (technic texture with the movable light) on the branch of the object.
Or the movable light which move with a specific loop.
So with Blender 2.80 test builds being available now I just did some tests with the new viewport renderer called 'eevee'. Blender now has PBR shaders and reflections in real-time as well as some post process effects(bloom, dof, ao). This makes it easy to go from blender to UE4 since the same model will look almost the same in both applications now. No need to fiddle with different scene setups, editing your textures etc. ..
Here's 2 blender screenshots straight from the viewport: (I posted the same models earlier in this thread rendered in UE4)
Yes, for these kind of models you should usually use a high poly model for baking a normal map.
The only part I didn't model on the high poly was that little grid pattern. It would've taken too much time so I just used an additional normal map, added and tiled multiple times in the material.