most models don't need so much. A very important or large character might use so many. And also most models don't absolutely need so many. for NS it isn't necessary.
Put on however many you feel like - it's your model after all. There's probably an upper limit somewhere, and a sensible limit would be around six 512x512 maps, but bear in mind that older graphics cards might have a fit with so much to work with. I've seen HL models using six large maps though, so it's within engine limits.
The decision between what a model <i>needs</i> and what you want to do with it is a tricky one, but I'd say go for uberdetail - you can always reduce them to smaller textures later if need be, and of course it's generally good practice to paint your textures larger than you need them in the first place.
<!--QuoteBegin-Billy Silverfish+Jun 16 2004, 04:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Billy Silverfish @ Jun 16 2004, 04:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ...and of course it's generally good practice to paint your textures larger than you need them in the first place. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I'm going to throw a fit. that's not right <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
Comments
The decision between what a model <i>needs</i> and what you want to do with it is a tricky one, but I'd say go for uberdetail - you can always reduce them to smaller textures later if need be, and of course it's generally good practice to paint your textures larger than you need them in the first place.
I'm going to throw a fit. that's not right <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->