So if the same texture data is used on world and characters then normal and spec texture data is also saved along with prebaked diffuse texture data? Or would characters be their own texture data and environments could only have very simple dynamic lighting (and no specular from static lights)?
@malcolm, I think you are right with your feeling that "detail where its needed" would be the common approach. And with procedural textures you could fill the base content rather quickly and have good quality without repetitiveness of tiling textures. @keen, I think one would unify the thing. And have one common atlas…