Texture quality does go down--how much depends on how much colour variation the texture has and how many details. Compression algorithms, from my understanding, 'group together' areas of like colour do it doesn't take as much space to encode. This means some fine detail/shading gets lost and larger areas of the image are more similar. If this image is taken out and then re-compressed, the algorithm groups together even larger areas of colour now that they're much more similar than on the original image and even more detail is lost...
This is what gives that 'crunchy' texture effect, where areas of colour look like they're in blocks. This is the most obvious on skintones and clothes, especially darker ones--the game has a real problem with with colours darker in shade than about 60% grey.
(I hope that made sense, I'm running off of fumes at the moment.)
It's not really a big deal for smaller things if the texture hasn't been extracted and recompressed tons of times. I think the end result of making my default tweezed custom would look fine, but some folks are very much purists. :D
And aww, thank you for the compliment! I can't tell you how much the warm fuzzies mean to me right now. :)
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Date: 2009-11-11 11:49 pm (UTC)This is what gives that 'crunchy' texture effect, where areas of colour look like they're in blocks. This is the most obvious on skintones and clothes, especially darker ones--the game has a real problem with with colours darker in shade than about 60% grey.
(I hope that made sense, I'm running off of fumes at the moment.)
It's not really a big deal for smaller things if the texture hasn't been extracted and recompressed tons of times. I think the end result of making my default tweezed custom would look fine, but some folks are very much purists. :D
And aww, thank you for the compliment! I can't tell you how much the warm fuzzies mean to me right now. :)