"20 years ago it all was about details priority. A character face would have twice of pants texel size." this is still very much the case in some productions, dependent on the focus of things. if first person view is not a seperate texture set or stuff like post match animations focus on the face, it very often is: hands…
20 years ago it all was about details priority. A character face would have twice of pants texel size. A signature /decal on a wall twice of wall texel size especially if the wall is something plain colored. So it was pretty much otherwise and honestly that "priority" approach still have its value. In mobile games for…