Thanks yama
Its not 200 mb its just 70 mb. i dont know why you sed its 200 mb.

I used 32 bit dds format with no compression because float textures will not compress correctly at all. And i used only 2 diffuse and normal map at 512x512 size. I dont compress them too, because of the quality problem.
About the hard edges idont like them too. Its just i dont have time to finish them.
Perhaps its possible to use more complex materials with fresnel term or specular. I build shaders with shaderfx. Infact i store directional lightmaps to vertex color instead of 3 texture for the main character. And i use a single 3 color texture as directional lightmap for the main env. Infact each RGB color is one of the directional lightmap. so it mean less texture. the same things happen for the character but in vertex color. And then combine them with a single 32bit lightmap.