As mentioned earlier, foreground objects should be a higher resolution. This is because of two reasons:
- The foreground objects are likely to be the focus of the player
- They take up more space in the render
The key thing to remember on textures is that the textures are wrapped around the object. That means you're only seeing part of the texture in the renders and these are usually scaled. One pixel in your texture is not representing one pixel in your render, usually, it's significantly more for objects in the foreground.
If we take the below image:
View attachment 1283356
The square on her face represent the middle 2048 pixels of a 4k texture:
View attachment 1283357
Now, in the 1080p render, this square is taking up around 1 third of the width and half the height of the render (let's say, 640x540) however, we are cutting out about a 3rd of the left portion of the square (her right check) meaning what's shown in the square is about 1365x2048.
If this was a 2k texture, this would make the square 682x1024 or 341x512 for a 1k texture.
As the 1k measurements are smaller than amount shown in the render, each pixel in the 1k render will need to be enlarged.
For the 2k texture, it looks like we're doing fine for the height (270 vs 540) but for the width it's relatively close (482 vs 640). However, as with the full texture, this is not evenly spread.
From the tip of the nose to the brow is taking up nearly half the height in the render (say 640x270) but only makes up a third of the square in the texture (say, 680x340). We're now getting very close to a 1-to-1 relationship between the render and the texture for this portion of the render.
If we focus in more, and this time look at the UV map for this area:
View attachment 1283400
and compare against the geometry of the model:
View attachment 1283401
Notice how for the nose, the grid is tightly compact for the texture while for the render, the grid is much more spread. As we're approaching a 1-to-1 pixel mapping for this area, it means the 1 pixel in the texture will represent multiple pixels in the render in this area.
This is why higher resolution textures are used. Although for most of the model it's not needed, when it is needed (like for the nose) the detail is there in the texture to minimize the scaling. 4K textures tend to give the right balance for most 1080p shots for resource needs and detail with minimal up-scaling.
Of course, if you zoom in extremely to specific areas detail will be lost even with 4k, but this resolution does tend to give the right balance for most shots.