well, the most obvious problem is that your texture is just plain blurry. like you took a 512 texture and blew it up to 1024. start with higher res sources for your texture creation.
http://www.joystiq.com/2009/12/08/smithsonian-exhibit-the-art-of-video-games-opens-in-2012/ thought it would be sometime this year :( its a good sign though, hopefully will be a well done exhibit
try keeping the size of the peices proportional so the same amount of deatil is spread over each part of the skin hmmmm i dont think the head map needs to be a 512 and can be a 256
sure, heres soundwaves uvs Im texturing at 128 but I blew it up to 512 to show you guys Probably wont make alot of sense until I finish texturing though?
UVW Editor Window Options > Advanced Options Display Preferences - Render Width / Height Set this to 1024/512 or whatever your preferences are. Then render your texture out to that specific size as well.
Update (12/22/2012) We have found a background artist. We are still looking for a 2D character artist who is able to draw realistic characters. We are also looking for a programmer.
Apparently it's still going to be a webseries. But on the bright side, the footage they showed is from a film theyre planning on airing on syfy. http://insidetv.ew.com/2012/03/21/battlestar-galactica-blood-chrome-series/
http://www.gameinformer.com/b/news/archive/2012/05/31/our-august-cover-story-is-the-next-gears-of-war.aspx It's for XBox 360, I'll be watching this and I don't even have a 360 :)
Got all my assets now spread over several 2k sheets, currently finished my tileables (512 size) and now texturing assets while getting my grips with 3dcoat!
Well, you should try just baking the high poly without the projection, just to be able to rule out the projection is or is not causing the issue. Can you post the max file? (in 2012 or earilier)