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
It's a really cool technique, and there are some additional tricks I've seen people use that are really nice, like what I call 3/4 mirroring. Where you mirror the UVs of a face, but not down the midline. This lets you have different eyes or a diagonal scar, but the sides of the face are still reusing UVs. This shows how reused UVs don't have to be perfect midline mirrors.
A couple neat examples from @BoBo_the_seal
Adding to the great info above : in its current state your head texture is already higher res than the one seen in the lowpoly TF2 Engineer demake. Therefore besides technical tricks like miroring or reusing UVs, you also need to practice painting textures at the pixel level, handling them in a impressionist manner. And this comes from practising actual painting (either traditionally or digitally).
SeanWink: In addition to the great info you already got, turning off texture filtering can help you see what you are doing a bit better at lower resolutions and provides a crisper render as well. It's not 100% clear what's going on because of compression artifacts, but compare your engineer example with the presentation by Bobo. Obviously there's a huge difference in resolution, but filtering can make a big difference as well.
If Substance Painter can't do that, then 3d-Coat or its slimmed down Textura variant is a pretty good option for texture painting these days.
https://polycount.com/discussion/231437/handpainting-normal-maps-pixel-by-pixel-100-photoshop-0-highpoly