Im not talking of objects just textures. In any case the number one problem beginners face is making too big textures in hopes of better quality. It dont exactly work that way. Bigger textures just ensure slower performance with no correlation to betterment of quality. IT can as well go worse because of filtering needs (so you get worse quality and worse perfromance).
Ok let me make you a example:
CODE
{//pasete into maya script editor and run.
file -f -new;
modelEditor -edit -displayAppearance smoothShaded
-gr 0 -displayTextures 1 -activeOnly false modelPanel4;
nurbsPlane -p 0 0 0 -ax 0 1 0 -w 5 -lr 1 -d 3 -u 1 -v 1 -ch 1;
renderCreateBarCB -as2DTexture "" checker;
connectAttr -f checker1.outColor lambert1.color;
//lets make it smaller
setAttr "place2dTexture1.coverage" 0.25 0.25;
setAttr "place2dTexture1.translateFrame" 0.375 0.375;
renderCreateBarCB -as2DTexture "" checker;
connectAttr -f checker2.outColor checker1.defaultColor;
//lets make it smaller
setAttr "place2dTexture2.coverage" 0.5 0.5;
setAttr "place2dTexture2.translateFrame" 0.25 0.25;
renderCreateBarCB -as2DTexture "" checker;
connectAttr -f checker3.outColor checker2.defaultColor;
}
See what i do is place a refined texture inside the other one. This si incidentally alsoo how Google earth works. theres not much point in keeping millions of pixels that wont be visible in the filnal picture. So for example if you need a earh form orbit onto a film screen you will only need about a 4k texture of HALF the earth, if on the otherhand you need for full HD a 2k texture is enough. If younee dto zoom in on city you need about 4-5 2k textures instead... note 4-5 2k textures is LESS memory than one 8k texture that does a worse job (because one 8k texture is 16 times bigger than a 2k texture)