Another thing is the sharpness of your edges. Your high-res mesh has sharp, hard chamfers whereas the cube bake you're trying to replicate has rounded, soft bevels.
looks cool, the only crit I can give is the texture is a bit overly sharp. like you went to heavy on the sharpen filter and ended up with sharp noisyness in some areas.
Just one seam going down is all you should need, and the loop around the mouth, because there is a sharp angle there. you need seams at the sharp angles to flatten stuff out.
A WIP girl I'm currently making. Playing with the edge sharpness in blender to get a controlled low poly feel with sharp cartoony features. Gonna see where this style takes me.
yeah I agree, the sharpness of a medieval longsword is a urban legend, just a fantasy feature, so as a fantasy game sword it wouldn't hurt if it was sharp, but it doesn't kill the look to leave it that way
Hi! Your sharing to little information. What do the texture sets look like, how many are there (cornea separate from eyeball?)? Are you applying the texture to the correct set/ material ID? Does the mesh have multiple UV sets and the wrong one is being used? Ideally share files, then your issue can be reproduced no…
Seams from islands is only used as a lead-up to selecting the mark as sharp feature... You could always select the entire mesh and clear seams once the edges are marked as sharp :P
There is a reflection toggle? That is news to me =D Specular and reflection are one in the same, if you want a blurrier spec/reflection turn the sharpness done, if you want sharper reflections, turn the sharpness up.
improving - watch the corners of the mouth, they are a bit sharp and some weird shading errors there. perhaps the sharp lines should be softened off a little on the neck, she is getting a bit mannequin looking in places