Yeah...no. It's the opposite when you start development with the 360 instead of the PC.
Erm, Todd may have said that some of their development occurs starting with the consoles but that's not how it usually works. I've made textures for the Source engine for years and typically I start at a 2048x2048 working resolution, then tone it down as is necessary (and in some cases removing layers of detail that just translate into a garbled mess at lower detail). Much more practical, especially considering the extensive amount of photo references Bethesda uses (look at the
Making of Oblivion videos).
Source: I started the DaggerXL Texture Project, man!
Besides, I find it easier to make low res textures first as a baseline and then increase it from there.
"Remastering" a lower resolution in the way you describe it sounds like the methods used back in the 90s, when lots of console ports of games had added goodies like CGI cutscenes and better textures than their PC counterparts.
These were often simply done by doing some faint brushovers to add additional definition and by overlaying detail textures. Which can work if you put enough effort into it, yes, but it can also look incredibly artificial compared to what raw higher resolution textures can do.
Starting at a higher res also gives you the option of being completely soulless and just jumping a mip-map when porting things to lower hardware.
Texturing is an art and with all art, you start with a roughdraft and move on to more detail from there.
I paint the "base" for lots of my textures before overlaying things onto them. But I do these at a
higher resolution, so that in the event that I want to redo any details I can revert to a clean, crisp instance of the texture, add the new details, and then downscale them consistently with the rest of the image - instead of having to deal with a messy low resolution copy. The only drawback to this technique being that I have PSDs which go well over a few hundred megabytes in size. :whistling: