Simple 3D object, 124 tris, 2 texture maps of 1024x1024 (Diffuse and normal/spec/gloss)
Gloss and spec maps were thrown in the blue and alpha channels of the normal map, and then filtered out to save memory space. (which I did for fun).
Technical info as to why this is good to try out:
Doing it this way allows you to utilize the color channels of the normal map that normally would go unused, thus saving about 2 MB of texture space. According to my napkin math, this means you can uniquely texture one new prop for every 4 props. (5 for the price of 4).
For the sake of presentation, I have split the maps up.
Made and rendered in 3DSmax