I disagree. There is no "should" when it comes to normalmapping (and making games in general) You do what gives the best result in the shortest amount of time. Learn how to use the PS filter to your advantage. Its a great tool and espceially in combination with generating normals from high res. About polycounts and texture…
Yes everything should be normalmapped. All your normalmaps should be generated from hirez models. Even for flat textures. You should also generate a shadowmap from your hirez and use that for most of the detail in your diffuse. For most textures you will also need a specular map. I don't paint much in photoshop anymore. If…
In the places that I have worked, there can be a lot of crossover between environment/level artists and prop artists. As Rick so eloquently put it, there is a huge amount of variation on polycount and texture limitations, depending on the hardware that you are developing for, and the type of game that it is. For games that…
Not everything should be normal mapped. There are times and places for it, but often too much is too much. Just as if you were to bump map everything, it's not necessary. For props that you are trying to highlight in your reel I'd say its fine, but every floor and every wall, no. First and foremost, focus on what you want…