From: Petri Lehtovaara
I have already read thist topic: "Texture Size, Pixel Counts, Video Memory, and File Formats" and "Chosen Few" says
"I usually suggest as a rule of thumb that about 80% of textures should be 256x256 or smaller, about 15% should be 512x512, and about 5% should be 1024x1024."
and
"It's quite rare that there's a legitimate reason to go much larger than 256x256.".
It was posted in 2006
And it's equally true today. Nothing has changed.

From: Petri Lehtovaara
Now I'm planning to start selling textures in Second Life. I want offer high quality and good textures. But now I don't know what is best resolution for texture (ofcourse some textures need bigger resolution cause many little details and some other textures is ok for smaller resolution, but I mean now average).
There is no correlation between the size of a texture and whether or not it's high quality. Is the Mona Lisa not as good a painting as The Last Supper, just because it's smaller? Of course not. Both are masterpieces, regardless of size. In this context, remember what Yoda said (even if the ladies might disagree): "Size matters not."
It matters for performance, of course (right, ladies?), but not necessarily for image quality.
From: Petri Lehtovaara
There is lot of textures in Xstreet SL what are 512x512 and even 1024x1024.
Without seeing the textures you're referring to, there might or might not be a reason for them to be so big. If they need to be that big in order for certain details not to disappear, or because they're meant for large backdrops that are likely to fill the whole screen, then fine. But if they're just being marketed as "bigger is better than smaller", that's just plain silly.
From: Petri Lehtovaara
So, my problem is: Should I make 512x512 textures so I can honestly say "They are high quality" or should I make 256x256 so I can say "They are very good texture for Second Life. They are small enough and downloading fast."
A couple years ago, I had the privilege of being shown a batch of raw textures, created for Red Storm, by a colleague. They were some of the most beautifully constructed images I'd ever seen, good enough to make me feel quite humbled (as well as inspired), and they were all 128's and 256's.
If you truly believe that large size is what makes a texture high in quality, then there are only two options for you. Either change your thinking or look for a different career path besides texture artist. Right now, you seem to be looking at this the wrong way. What you should be able to honestly say about your textures is "They're high quality AND they're small enough not to be significant contributors to lag."
If you don't feel you can do that, then there are only two possible reasons I could think of:
1. Perhaps the specific textures in question actually do need to be 512x512 in order to work well. From other things you said in your post, I'm inclined to doubt that that's actually the case, but it's certainly possible. As you rightly pointed out toward the beginning of your post, some textures legitimately do need to be large. And there's nothing wrong with that, as long as they're used within reason.
2. Maybe the art of making small textures that look good is a skill you have yet to develop. Generally speaking, there's absolutely no reason a 256 needs to be "lower quality" than a 512.
By the way, let me offer one small (but significant) correction to something you said. You mentioned download speed as the reason to keep textures small. In theory, that makes sense, but in practice, it's almost a non-issue. SL offers us no guarantees over the order in which assets are delivered. There's no way to predict whether a given 256 will load before or after a given 1024 (aside from hovering your mouse over the one you hope will appear first, but even that isn't a guarantee).
Far more significant than delivery time is frame rate after delivery. It's all about the amount graphics memory an image will consume when it's displayed. The more memory is required, the more of a hit to FPS the texture will create. Oversized textures are by far the single biggest cause of low frame rates (commonly referred to as "lag"

in SL.
From: Petri Lehtovaara
I mean, I be afraid that I lose customers because they think that my textures is not as good as bigger resolutions if I use 256x256.
If you feel that this sort of misperception is a valid concern, then how about taking steps to educate your customers? What the customer thinks or doesn't think is nearly always the direct result of your own presentation of whatever you're selling. If you make a strong case for the truth, then most of your customers will walk away knowing the truth. If you don't, they won't.
In this case, the truth is that textures should ALWAYS be kept as small as possible. The "highest quality" texture you can get is one that contains the absolute minimum amount of pixels required to convey its beauty as an image, in a reasonable amount of detail. That's it.
From: Petri Lehtovaara
So, question for builders and others:
What resolution textures you use?
That's pretty broad question. The resolutions we ALL use are the ones SL allows, powers of two from 16x16 to 1024x1024. With the exception of the occasional oddball person who might have some irrational fetish for a certain size, everybody's textures are going to span the entire gamut, with the size of each individual image being a direct function of its intended use.
If I need to apply something simple, like a solid color, or a checkerboard pattern or something, then I'll use a 16x16. If it's repeating floor tiles, then maybe it would be 32x32 or 64x64, depending on how much detail the tile needs to have. If it's the wing of a giant bird, in which I want people to be able to scrutinize every feather, then it's going to be one, if not several, 1024x1024's. Everything else falls somewhere in between, generally in accordance with the percentages I suggested, which you cited in your post here.
From: Petri Lehtovaara
If there is similar type textures in 256x256 and 512x512 resolution, do you select 512 because it's more high quality or do you select 256 because it's smaller file size. Or do you think that you use big texture for big area and small texture for small area. (All, or allmost all my textures is tileable, so they are good for big and small areas).
I select whatever size will best do the job. If the 256 looks just as good as the 512, which it very easily could, then of course I'll select the 256. That's a no-brainer. But if there's a legitimate reason to pick the 512, like if certain details just can't be visible at 256, then the 512 wins.
From: Petri Lehtovaara
I can do my textures for any resolution, 16x16 or 4096x4096 (I know Second Life don't use this big textures) so it's not problem for me what resolution I use.
If that's the case, then I'm quite puzzled as to what kinds of textures you're making. I create textures every day, and every time I do, I have to give consideration to canvas size. Unless the goal is to create some sort of homogeneous, mindless pattern, in which case it really doesn't matter what it is, I don't know of ANY way to work without either the amount of space I've got at my disposal determining what elements go into the image, or else the image elements serving to determine how much space is going to be required.
If you've found a way to work without those things having to play a role in the decision making process, I'd love to learn more about whatever it is you're doing.

From: Petri Lehtovaara
But the biggest question is: Which one is more important (for another users in Second Life); good quality (512) or fast download/small memory use (256)?
That's impossible to answer. It's both and neither, all at the same time.
Again, large size doesn't necessarily mean good quality, and small size doesn't have to mean low quality. But I would invite you to consider that most textures in games are 256x256 or equivalent. (Not including next-gen games, which are more and more starting to incorporate dynamic shaders in place of static textures.)
From: Petri Lehtovaara
(This is some kind of poll, but I use text only. Should I post this poll for Builder's forum?).
I wouldn't bother with a poll. The results wouldn't mean anything, because the question itself is based on an inaccurate premise.
My best advice is that you offer all your textures in an assortment of sizes, and then let the customer decide which size is best for each use.