Remember that you have a free alpha channel in each texture. So you could just put the two AO maps in there.
Seeing as your two diffuse textures are really a grunge/noise texture with a color tint you could even go as far as to use a texture with a different with dirt in each channel. Then just multiply each channel with a color parameter and use that as your diffuse. -> Four "textures" for the price of one!
Also 2048 are a bit over the top I think. You will probably never see all the pixel in realsize since the HD resolution of LCDs is 1920 x 1080. I suggest 1k textures.
Ah, I see you're doing the Jedi Starship Interior. Right away I can see some issues, you scene is currently mostly the part on the viewers side of the threshold, and appears to be very stretched out in relation to the concept.
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I'm using Modular textures in this scene. I'm just mapping my details where i need them to be, with these 2048 textures
2 A.O and 2 normal maps
then i added in these base textures
and the Emissive
This is my material setup in UDK
now it easy to just switch the texture sample how ever i want.
Seeing as your two diffuse textures are really a grunge/noise texture with a color tint you could even go as far as to use a texture with a different with dirt in each channel. Then just multiply each channel with a color parameter and use that as your diffuse. -> Four "textures" for the price of one!
Examples of those techniques:
http://www.torfrick.com/info/lab.html
http://www.torfrick.com/Art/UDKLab/Layout.jpg
http://udkc.info/index.php?title=Tutorials:Decals (at the bottom, the example with the stains)
Also 2048 are a bit over the top I think. You will probably never see all the pixel in realsize since the HD resolution of LCDs is 1920 x 1080. I suggest 1k textures.