Oooookay, I think I'm getting a hang of this now. I'm still working with the truespace-method, and as long as I keep my detail-map simply and don't need to tile too much, it works pretty good

But now I need another technical advice, so I can understand the background better. This here is our current Confed-Turret-Model (I know, it is low poly, before the release comes, I will make a better one at least for LOD0). Before I started this topic, I used three textures for this thing:
awactile1, awactile2 and xbeam.pcx.
Now I created the UV-texture for it, and use only one texture for the whole turret.

I know HT&L has a limit of 16 texture per subobject. So actually it wouldn't hurt, if the turret-submodels will have additional textures. Now my question is as simple as that :
The new detail-texture is always bigger than one of the smaller textures. What is better for the performance ?
a) Using this bigger detail-texture on all LOD's (of course the one from LOD1 is lower resolution) and give the entired model overall less textures
b) Using three maps at LOD0, and only a small one (the dark "awactile2") at LOD1 ?
I hope you understand what I mean.
