you can easily find out with this tool:
3dripper
the textures just will be named cryptically.
i know from a killzone II developer, that they didnt bake weapons there. they stuffed in alot of polys instead. ~15k for one weapon.
perhaps because the ps3 bottleneck is in texturememory and not in polycount.
so it might be a valid technique to fallback to tiled textures instead to use unique mappings.