It's done deliberately to reduce mipping artefacts when you are viewing from a distance What you're showing here is the opposite - your texel rate is too low for the screen pixel rate and you're getting filtering artefacts as the GPU scales the texture up. I'm not sure what you're viewing the examples in - I would…
thought I'd try to give this one some character :) about 5000 tris, 2048 diffuse normal spec gloss e/ forgot to mention, displayed in max with 3point shader
My try at a soldier who's actually fighting a war for some time now and it starts to show on him ;) Lowppoly version with baked normal and diffuse maps from Zbrush 2230 Poly
Update: Still tweaking the metal diffuse and spec to get it to look right but still nothing. I may move on to the face just to take a break. Any an all crits are welcome thanks
Making this Diffusal Blade Dagger for Riki, wondering if i should make any adjustments to the siloutte or overall shape of the model before doing my sculpt and texture. Edges: In game: