Thank you very much for making this post, Martigen! And thanks to all the nice people who gave so much useful information as well.
I'm especially happy to now know why the normal maps in Oblivion looked to crappy. I mean, two of my teachers worked on various meshes of the game (slaughterfish, mask of Clavicus, various statues of Daedra princes etc.) and the original models were gorgeous while the ingame version looked terrible in comparison.
As a side note I would say that aside compression, some thingsI would blame is the retexturing mods are:
- Mods that only stretch the texturing up to 2048^2 or even 4096^2 without adding any more detail. Eventually the contrasts are higher or the diffuse is sharpened. In the end it just increase the weight of the texture maps for no reason. Worse are the mods tend to make larger textures for objects not requiring them like bread or pillows.
- I tend to think making only few objects HD is wrong for another reason: texel ratio. If you have an HD slice of bread in your vanilla environment it will likely stand out, reminds you the other textures aren't as detailed and eventually break a bit the immersion. And make the environment look less beautiful in comparison. More can be less.
- Texturers should also pay attention to the color palette they're using. I've seen some mods with rather good texturing job but the colors didn't fit with the Skryim palette and the retextured elements were standing out. There are already some objects in vanilla Skryim that weren't color-corrected very well and stand out a bit time to time, we don't need more obviously. To avoid this texturers should look after ingame items bearing the colors they want to use, pick the colors and see how they fit together, how they fit their artistic vision etc. And test the model ingame to see how the texture is affected by lighting and post-process of course!
These are among the first things I learned during texturing classes. It's a bit less technical but I tend to think it's still good to for texturers to remember these basic points.
I think this thread should be widely spread indeed. I'm going to link it on http://tesmods.blogspot.com/2012/02/starting-up.html as soon as we add a tutorial about texturing. (btw if anyone wants to contribute with tutos, hints and tips, everything's welcome!)