Cool thanks for the additional info guys! If I have time later this week I will try doing more "production" type renders - like at game res, in different instances that I would like to be used in the game. During normal map play the bot would probably be about that big, though maybe slightly larger since it will be shown from a more top down rather than side-on view. However during the combat sequences the bots would be much larger so the detail would help some there. Anyone know if you can build your own mipmaps for the DS? That might be a good way to solve both problems. Either that or just have low and high res sheets that can be swapped out - the low ones could have larger, blockier chunks of color and less specular noise?
I will also try dumping a couple videos if I can get some simple motion going; motion SHOULD affect the appearance of unreadable noise, but I'm curious to see if it will just make it blink and have other weird artifacts, or if the details will read a little better because the brain+eyes will kind of build it together itself?
The fact that the head pretty much disappears entirely is a little bit concerning, I'll have to do some thinking about that...
Thanks again for all the detailed feedback, that is exactly why I posted this here. Everywhere else everybody just says "whooaaze it r teh low poly awesum!!!" Not surprisingly that does very little to improve my work
One thing I am noticing now is that a lot of the textures may be actually TOO high resolution, which I gotta say I was not expecting to run into on this. I'm definitely liking this idea of having a low res and a high res version of the textures that can be swapped out depending on the game mode...