1. If the source art is low res to begin with then its going to look low res even when transferred into virtual texture data. 2. When they showed the tools a long time ago all the stamping and stuff was non destructive so changing things could be done without too much work I guess. 3. In the promo builds they probably used…
From what I can gather… 1) I think this has something to do with the average playable area maybe. You will see that locations you are usually in are fine, but once you go off the track, the resolution drops. My first thought was that this maybe had something to do with further away textures could take up more UV space…
Okay so as far as I know this is how the id stuff works, please correct me if I'm wrong and you know otherwise, I'm just taking a guess at this based on that old video Carmack did. I have some questions as I've finished the game now, and I should mention I played the pc version with the 8192x8192 texture pages. 1. Artist…