3D High-Resolution Textures Make materials hold up at the closest intended camera view. Specify visible surface detail, mapping scale, and delivery cost together. Choose resolution from the view Identify hero surfaces, their nearest camera distance, projected pixel coverage, and target render scale. A texture need depends on visible UV coverage: if a surface spans 1200 physical pixels while showing half a tile, a roughly 2400-pixel-wide tile is a useful starting estimate. Inspect the result rather than assigning 4K or 8K to every map. Use higher resolution for readable close-up albedo/normal…