If you plan on a static piece and not a dynamic one, or one with camera motions, then you can do just fine by having texture maps that are the size in which they become displayed on the sceen.
if you render HD1080 and you have a door that takes up 800x800 pixels, then go for a 1024x1024…
if you plan to render at triple the resolution of HD then having a 4k map may work out better.
you can use a 4k map for a smaller render, but remember that the computer will have to decide which of those texels will be the final pixel color.
and that process can either work out, or create awkward artifacts.
some software packages have ways to filter incoming files to avoid artifacts. Maya has a mental ray elliptical filter that really helps smooth textures out from nearly any distance.
but consider this like photoshop… if you take a jpg (8bit) and scale it from 1k to 512x512 with the free transform tool, the computer has to decide what color is needs to become out of now four pixels…(approximately) either it can blur between them and give you a softer result… or you can use 32bit file textures/ work in 32 bit mode. and the transform will have way more to work off of (like decimal points for color values)
3d software is the same way. so it isnt JUST the file size that can give artifacts, but file type too. AND in the example of maya, youll need your renderer to be set to 32 bit as well.
In conclusion:
Depending on your personal workflow, it may be simple to just choose file texture sizes that are closest without going under to the screen space the subject will take up.
But there are other things to consider if you begin to notice artifacting, blurring, or moire patterns.
bit depth, and file filtering help prevent these artifacts.
Hope that helps.