512 probably isn't high enough for the whole house. And your UV layout seems to have too much wasted space(for 3ds Max at least. dont know how spacing works in Maya)
Yeah, defo doesn't look like a 1024 at alll, more like a 512 with everything fully textured even inside. A look at the UV maps will REALLY help show up whats going on here.
I'll just wait for the GTX480 rev. Cool&Quiet ;) Or GTX"Fermi with full 512 cores". GTX460 is really great card if you haven't jumped the gun in last generation(HD4, GTX2 -series).
More stuff. Time to practice my handpainted stuff. in preparation for a later surprise. texture's 512, tricount is about the same. maybe a bit more. didn't really look. really just here to paint it.
there is never a need for 2 1024's blurry is not solved by the map size its done by photoshop skills, the best maps ive seen have been done on 512 and even 256, think about it
not positive but i think if you up the samples(default is 256, try 512) in the ... option box beside the word ambient occlusion, that should help, granted it will take near twice as long.
Ahaha yeah, I'm used to 256x256 textures at work on mobile, low rez island padding / bleeding haha well then those islands work for 512. Cheers and good luck :D
Also, test test test test, with simple geometry and smaller render sizes (256 or 512) so the tests go fast. That's probably the best way to learn. And post images of the problems.