My Part
Tasks for this level have been divided up into many sections. I primarily took care of texturing models via UVs, asthetics, modeling, and map arrangement.
The following is the methods and practices behind what I create, and gives a little insight into my texturing.
Texturing
Texturing started of as a long and involving process. And it still is. The whole texturing has involved into a serious art for me. I now enjoy it very much, and try to make all of my textures look as realistic as I possibly can. The entire texturing process makes or breaks the item, simply because bump mapping is not an option, every ridge and every surface must be given fake depth on the texture. Faking that depth effectively is the real secret, or trick.
I've grown quite proud of my progress as a texturer. The average time to complete a texture from either a UV has dramatically dropped. It used to be around 4-5 hours per texture. Now I can complete one in 30 minutes to an hour or more, just depending on the complexity and use of it.
Texturing Process
Typically I start with a blank canvas that is twice the size of the desired texture size, simply because they look better bigger, and there is always the chance that the texture could be included at a larger size to show better detail. The plan is to possibly include a larger texture pack with Miasma for those with faster computers. Regardless, a 512x512 texture will start out at 1024x1024. I typically apply a base color, and since most of the textures either do not need a strong base color or the lighting will take care of the color so a grayscale image could be used.
Repeating textures are fairly easy to create. Using Adobe Photoshop I am able to create repeating textures. My best friends for this process are the Offset filter, Layer Styles, Photoshop's Brushes, and patience. The offset filter is invaluable to create tiling textures. It is easy to use Photoshop's fancy brushes to twist, turn, and distort to easily create a tiling layer of dirt. Multiple layers are a must, along with asthetics for nice looking textures. The offset filter will allow you to loop the layer to the opposite 4 corners that will touch when tiled to seamlessly tile.
Only one texture was taken from a photo, the rest were created 100% digitally in photoshop.
Final Thoughts
This is just a sampling of my texturing process, but spilling it all here gives you a path, but perhaps scares you away from experimentation. The best way to create textures is to look at real life objects and see how the dirt collects, how the bumps work, how light reflects.
Texturing is a delicate process and will make or break an object's realism. The lighting helps add to the texture, but shouldn't replace the texture.
While this is a 2D form of art, it has to be 2.5D and interact with the 3D form that has been created through the model. The texture adds depth and realism to the model. But the texture is just a small part of the entire experience.
Two-and-a-half-dimensionally yours,

