A simple decision tree for 4K-grade Meshy texturing versus fast maps for background props.
Hero = close camera
Characters, hero weapons, and packaging mockups earn HD maps. Background crates rarely do.
Performance ceilings
Realtime scenes still have memory. Pair HD albedo with compressed streaming or LODs.
Print paint-ups
If someone will hand-paint after print, a clean simpler map as reference may beat noisy microdetail.
A/B once
Generate standard and HD once on the same mesh. Keep the winner; do not HD everything “just in case.”