How do people get so much resolution in their textures on low poly models? I get really low resolution on my faces for 512x512 textures but I see people get really good faces when they have low poly.
Mine:

What I'm trying to achieve:
this is a 512x512

this is a 128x128

Replies
Only 1/2 the face is textured, the other 1/2 is mirrored in UV space to use the same 1/2 texture. Same with any symmetrical body parts... only one arm is mapped, only one leg, etc.
The helmet UVs are even more optimized... only a small section of the helmet is textured, and all the rest of the helmet is stacked in the same UV space.
We have several threads for these, like https://polycount.com/discussion/70908/sdk-master-thread/p1
Unfortunately though, bitrot has set in, and most of the links are now dead.
You can try this with a lowpoly sphere. Delete all but one section. UV it. Then duplicate and rotate that section, welding all those edge vertices together, to complete the sphere.
The reused UVs are offset in UV space 1 whole unit, which is purely optional. This way they reused bits are easier to see in a UV editor, but because the texture is tiled, they end up getting the same texture anyway!
https://ericchadwick.com/3d.html#cowgirl