Most player textures are made at 2048x2048, then shrunk, for example.
Holy crap!
Detail is one thing but the after state of the artists mind is another

, turning that from that into a 512x512 (standard size texture now days) you\'d loose so much detail its not funny (and rather pointless) and rather inefficient timewise. and i thought the 900x900 I do mine at was a bit over the top for the base texture size while being made.
Still find the old \"once we have it, its ours\" mentality of the PS contract flawed, particulary for a free volunteer project. Even big paid development teams let there artists retain some or most non-comercial rights to there work. (by that i mean porfolios, Demo reels and such), a good example of this is the new Dragons Manual for D&D3.5 , one of the main artists was posting his work on the Expose2 sight for entry into that book, even though his work hasnt been printed for WotCs Dragon Manual yet. WotC retains monetary rights while the artist has free non monarty use of his work in other areas, then again WotC tends to be rather unresitrictive with its materials copyrights.
Then again being paid makes parting with work alot easier.
use of intersecting faces
heh the crystal space engine has some odd quirks i tell ya.
