They are gorgeous, really great design work! I love them!
If I may - as Jonti at Geekism is fond of pointing out, no one is going to be viewing the models super close once they're part of a park. Please do compromise the image quality a little to get a workable file size. I'm an artist too, I know how hard it is to see it pixelated and not so pretty right up close! But it's worth it for peoples' parks to run smoothly. Since it's a large, focal point item, I don't think a 10mb file size would be unreasonable, but I've seen things in the workshop up near 20mb or even more. As much as I think those workshop items look beautiful, I tend to skip subscribing because I don't want to compromise the play-ability of my parks. That's just my take on it, though.
Sorry to rant here, but...
I'm sooo tired of the filesize discussion. I get stupid comments on files that are much less than 5 MB (whilst using 6-10 texture maps) and then you look at some of the gigantic files from others and they get complimented at the same time for their items, with hardly any texture information but with filesizes beyond 15mb.. (guess what eats up most of that space… it ain't textures)
So by now i've evolved deaf ears to the topic.
Also because the filesize is totally misleading, a 5MB object could be less straining on performance than a 800kb file, it all depends on what the file is made up of.
A model with terrible LODing and lots of unnecessary Tris could be (relatively) tiny, if it only uses one, or if you're lucky, two map-slots, but scattering a dozen instances throughout your park will kill performance ultimately.
And if most people don't even know the difference between a Blueprint file and a 3D asset, even more so those discussions become pointless.
A solution in Helena's case would be to keep the polygon model below 12(but no more than 16) lines vertically and to do a high res texture version, and a low-res (256 to 512 depending on map-type)
As a rule of thumb, if your texture is at 512, your other slots can get by with half the res (256) (with normal maps it's especially important to keep them at lowest threshold)
Almost all my assets use at least 4 map types (but often up the max of 10) and my files are still smaller than most others'
BUT if a model is beyond 8sq.m. surface you will have to use 1024, otherwise it will look like garbage (if it uses detailed texures) and the Texel ratio is smaller than the ingame standard. This will quadruple filesize, but keep in mind there are vanilla assets that are way bigger than 20MB (Frontier wouldn't tell, but that's a fact).
Priority number one should always be the POLYGON count and its effectivity and necessity, even Geekism will have to get that straight one day.
(though i doubt they will, they just use the hype on the topic for their own popularity) (what's their most complicated item in the workshop?
oh right, a flat small sign with a single texture (and for that their files are huuuge)
@Helena, the textures are great, when you're done, just split the model into a high-res and a low-res version, most people would go for the lower res, but you can also please the detail lovers with a high-res variant.
But until you are ready to put in on the workshop i wouldn't worry about that too much. You can always downsize at the end of your workflow (but not vice versa)
cheers,
ArtificialArtist