for lightmaps and such I use up to 1024^2. Most modern cards can handle 2048 AFAIK, but on some cards this will be downscaled to 1024, so I don't use 2048.
For materials I never use more than 512^2. You may add an additional texture layer that has a fine grain structure to prevent blur on close up objects. Because, whatever you do, at some distant every texture will become blured.
I would also suggest to use good UV mapping. So if you are mapping a sub without tiling then don't use a square texture, but eg. something like 1024*256.
For materials I never use more than 512^2. You may add an additional texture layer that has a fine grain structure to prevent blur on close up objects. Because, whatever you do, at some distant every texture will become blured.
I would also suggest to use good UV mapping. So if you are mapping a sub without tiling then don't use a square texture, but eg. something like 1024*256.