This is a lot more complicated then that.
Originally the Sniper's been UVd so that it sits on one big quadrangular map, however the UVs are also divided into 4 equal sized quadrants so that the 1 texture map can be split up into 4 smaller textures if necessary. In the end though, it used two layouts, one for the head and one for the rest.
Now, there are no limits on how many maps you can use. However as far as I know, a single draw call can use only one set of textures and one shader, so if you split your model up, you need to draw it in more calls. Which is why it's rare to use more then two.
I'm not sure why most studios prefer for example two 2048*2048 maps instead of one 2048*4096 though.
No word about texture resolution in the game, but that's OK. 1-2 x 2K is the most common texture size for such characters anyway.
Yeah, seems like human characters use a wrinkle map on top of blendshapes for facial animation. They've written a custom Maya node for it (want), but only use one layer (Uncharted has two, I might need three). They're using Maya's shader editor for all of their custom stuff as it seems.
Some more interesting tech stuff:
- 90% of the characters have been outsourced. What were those 100+ guys doing at Guerilla then?
But it certainly supports the superhigh budget theories, having to outsource that much work means a lot of salaries and other expenses on top of the Netherlands studio.
- A fully completed and polished character in general takes 3-4 months of work. Ouch, that's even more then what we spend!
- Most faces were based on real people, hired from a professional model agency.
- 4500 tri per head also includes eyes, teeth, and various eye helper geometry (for eyelashes, and for catching proper speculars I guess).
- They multiply the specular pass in the G-buffer with the SSAO pass, so that occluded areas don't get any specular highlights. Clever stuff, and something you can only do with deferred rendering.
Nice stuff there, with lots of pretty huge images from the game engine.