I'm trying to decide how to approach the texturing process. My equipment is very inadequate for this job. Some of you are out there with 8K monitors, and I'm still on a couple 1K monitors. Textures that seem hirez to me may be very lorez for everyone else.
Coming of off Supremacy though, there was definitely a limit to the size and number of textures. If I wanted to put this in Unreal or Unity, i'd have to limit the texture data to a size that wouldn't always be adequate for a big render. Same with the poly count. I've got a spot or two that need more polys, especially for close ups.
Of course, for mid or distant shots, the extra polys and texture size becomes a burden.
Another consideration is that almost everyone who interacts with this ship will be looking at renders. But, I worked recently in games and I doubt I'll work in film again. But, i also think 999 out of a 1000 game hires go to friends and not guys like me applying for jobs over the internet. I've been applying for jobs for a month and a half and get the same rejection letter back nearly every time. It's not because I can't do the job I was just doing, it's because this isn't how hiring is done. I'm not complaining about the way things work, it's better to hire someone who is a known quantity than a random person from the internet. Putting the effort into making a game ready model may not be a good use of resources though.