I’ve read through this and your linked post and realize I’ve definitely been on the wrong page. Thus far I’ve been using Max texture count and size of maps to tap into what’s in the source files, but with no idea how much more detail isn’t being used. Since I’m my deliverable is real time rendering, and yours is print or at least being able to zoom way in with orthos, that explains why you’ve pushed on maxxing quality, and I’m happy with exploring virtual environments within inches of a surface without losing frame speed. I see by moving away from max texture count and using Fixed texel detail or such, that this discussion of quality explains the shift in meaning. You’re way ahead of me here, let’s get on a Teamviewer session soon and go over this, much appreciated.