I've been finding the learning curve on 3D modeling programs to be too steep for me to climb for the moment. Since I feel like I should do something to help with the effort I thought that perhaps I could make a stab at doing textures and such. But it turns out that I really don't know what would be useful, not having been able to do any modeling myself. So if someone would be so kind as to steer me in the right direction:
1. Is JPG an OK file format?
2. What size of texture map is considered most desirable? I take it for granted that most, if not all, textures should tile gracefully. How do I determine the proper scale? (I've seen too many TPOTS add-on ages that seem to get the scale of their textures all wrong, ruining the effect).
3. Is there any need of texture maps for single items? A block of stone for example, or a dozen different stones that could be tiled or applied separately? Escutcheons and other decorations?
4. Is aging a proper function of the texture or is it applied in the modeling process?
5. Is there any assumption about lighting direction or should the textures (the "bumpy" ones in any case) be rendered with multiple lighting directions to fit the modeler's needs?
6. What about skies and the like? A long image that tiles when it bites its own tail when the modeler wraps it around the inside of a cylinder? How large is large enough? Does the sky contain the sun(s) or is that a function of the lighting in the model?
7. Same question as 6 but involving distant mountain ranges and other stage dressing? Are the atmospherics (haze, etc) added in modeling or are they a function of the map?
As I wrote, I'd like to try something. Even if my efforts prove to be unsuitable it would at least make me feel better...