There are a couple of gotchas when working with rectangular maps. UV interpolation can be a bit of an issue in some circumstances. It's not something you'd necessarily notice unless you're trying to draw smooth lines in your textures (eg. race car livery). You won't see the issue until it's in engine since your DCC works…
I actually can't compress most of the textures much anyway. I'm doing a sprite style so the colors have to be clean. Every texture uses nearest-neighbor rather than linear interpolation. There are no "soft" pixels in the game, even from the real-time lights. Ordinarily I might have tried mixing resolutions but it may not…
Hey thanks for the insights. I noticed the complications with texel density, but think I can still pipeline that with a little bit of work. I really do want to keep the textures square because it's more KISS and probably less unexpected problems down the line, but I have no idea how to approach it any other way without…