I know from game engines that it is a better way to work with fewer maps which have a high resolution (up to 8K) and combined textures than to use more smaller individual maps because this would increase the amount of draw calls. Is this the same if the model is shown with Shapespark / WebGL in a browser?
I think to achieve a really good looking model individual textures are the main ingredient. But this would mean to work with programs like Substance Painter and textures which are not tileable.
I think that the amount of triangles which are displayed is not the main problem but the number of textures. So how to best deal with them?
And I realized that textures are not shown in reflecting surfaces. For example, if I have a tree with surfaces for the smaller branches and leaves they are not shown in the reflection, just the trunks which are 3D. Will this change some day?