Well, maybe I was not clear enough, but first Moune, if you know so much about modeling to start giving lessons to those you don’t know, you should also know that reducing a texture definition is the same as reducing quality (ofcourse it saves lots of size, duhh!).
So I don’t understand what you are trying to mean by saying: “You have a one-tile deco object, that you originally gave a 512x512 texture map because the texture is very detailed. The package will be around 360 KB. Later you decide that it can make do with a smaller texture map, so you reduce it to 256x256. Just doing that reduces the size to 88 KB. Get it?”
I get it, I just do not get why you are agreeing with me, because (one more time) reducing definition can be translated by reducing quality, and that’s why a texture pack of Hi-rez Textures is so expensive.
But well, I don’t want to start a fight unless you say that paying for stuff is great , what I first was trying to say is that it is impossible, unless you don’t know what you are doing (assuiming that when you first create the object you left lots of things “unpolished” before export), to reduce so much the the size without take something, wich means that or the textures were reduced (as you said may happened) diminishing the render quality or the poligons, shadows, or others were handled now with more care (witch means they weren’t first time), and know we are getting to the point.
In all of this, the point is that everyone knows that to fail is human, so if the objects were with errors (I prefer to call it that way, especially if you are a pro there are errors that are not acceptable, if you are not, they still are errors for me specially if you are intended to receive money for your work) and them because he was with more free time, or someone warned him about he decided to correct them. That is a wonderful thing to take as an example, but the point is as referred by Chemistrycourtney, why “He(?) then fixes and streamlines and removes bloat, but only for TSR, instead of doing it for the love of the content”.
Two or three days ago there were no problems with the files, at least not so significant to make them deserve a revision, and now simply there are?!?
And as for Teko, I think he is a wonderful artist, maybe not so good modeling, but with great art tast and great composition notions (it’s enough to see the packs he arrange), so I WANT TO BLAME TSR FOR ALL THE EVIL IN THE WORLD ( , and only joking, in the end, maybe not for all the evil in the world, but for using the very same principles that led to all the evil in the world, – GREED – is one of them for example).
In addition, for those who do not see a big difference between high and low-resolution textures, go see the site http://www.evermotion.org/ or http://www.doschdesign.com/d_start/ for Pro models and textures.
Of course, they are with polygon numbers and texture resolutions that make them unsuitable for the game, but you can use Cinema 4D compressor to reduce polygons and them do some polishing work; and for the textures just open photoshop, create a canvas with the pixels size you desire and them scale to feat, and save the texture in the desired format. Ofourse taking in account the relation between final usage scale and texture definition (what I think was what Moune was trying to explain me).