Yes, it's possible, you just need to multiply both the original texture (1K) by another smaller tilable texture (0.5K) and then square root the result. Tile the smaller one as much as you need so that when you get closer to it, the player will still 'feel' the detail. Also, the further away you are from a mesh, the…
The Cycle map is a VERY bad and good example for games. They're recycling assets left and right, which is good, but their complexity (especially the materials) is wrong, since no one would create anything more complicated then a simply multiply for detail material as opposed to the more complicated stuff like Fresnel and…
Your picture, if too big for the screen space of the model, will mip out to a smaller version anyway, so depending on how big it will ever be at maximum onscreen would help to decide how big the texture will be. For example if you were to put a 2048x2048 on a pair of dice, it will look good no matter how close you possibly…