Sure, if it's generic art that won't be used in a game, then by all means, use any size you like.

But for games, still to this day, textures that are power-of-two sizes are required or at least a lot faster to use than arbitrary sized bitmaps. OpenGL, for instance, used to require power of two sized textures, although arbitrary size extensions exist, they are usually slower than power of two because they automatically convert the texture to power of two sizes. And for certain subsets of OpenGL, like the ones used on those "toenail" sized devices devices, power of two sizes are still needed. Because of the way our binary computers work, power of two sized bitmaps will always be faster to use in games than other sizes. Sorry to be pedantic about this, but I'm a game programmer, I researched this, and that's the way it is.