Of course, for example "https://www.artstation.com/artwork/B34gJ9". As you can see, the level of detail is pretty damn good, while mine using also 4k textures is not that detailed. Right now the uvs are like this, with a uniform texel density of 20 px/cm and more padding in between uvs shells to avoid bleeding.
Thanks for your help ! The viking was only an example, I think I have been misunderstanding the term "game ready" all this time. Actually my ultimate goal is to make something like this. But instead of a character from an animated movie, to prepare it to be optimal for video games. And I thought that the level of detail…
IMO too hi res textures sometimes rather reveal artificial procedural noises people do them with . What looked like a proper hint to certain material features in lower resolution became overdone and obviously Substance Painter noises and scratches , often lots of redundant details that only spoils the impression. It's like…
First things to consider are. What do you see of that character at any given time? Usually a character in most games doest have a super even texel density, unless they are always seen at the same distance. Meaning, in a fps game you will likely have lower arms and hands at significantly more texture resolution than the…