I don't have the exact numbers in front of me but we've set VERY leniant budgets for the vehicles in MWLL.
We have optimized the engine in other places that allows us to spend alot more on the Vehicles than they did in Crysis (even though with Crysis they went insane

)
A good example would be the catapult you have probobly all seen quite a bit of recently.
The catapult including collisions (but not including LOD's and Damage model) weights in at under 8k.
The center Torso has 4 texture maps that Diffuse is 1024, Norm is 1024 (which will be dropped soon), Spec is 512 and env map is 512. All of these will be .dds format upon release, in the mean time we work with .tif files (similar to tga)
The Legs share 4 maps, 2 Diffuse at 512 (i think gotta check again), 1 spec at 512 and 1 env map at 512.
The missles are simple 512 maps with a simple diffuse and no env map.
Now doing the math there you'll see that the texture memory may seem a little high but don't forget with dds compression we get the 1024 size texture down to under 200k most time

I hope this answers your questions fully, if you want more specs on it im sure we can put together a portfolio type layout for it if you are truly interested.