Your UV layout is the problem. It's pixelated because you're wasting the majority of your texture space. The fewer pixels your UVs cover = the more pixelated your textures will appear.
hey guys, thanks for your answers. This is just the layout. Imagine more images beneath these 4 ;) Also those I am showing are more or less dummies and not final, yet.
With your current layout, select all the shells and scale them horizontally to fill the whole space. Then export the UVs as 512x1024. It will squish them again, to what you actually wanted.
Quick body Layout before work. Wen i get back ill make more adjustments. Certain things such as the hands are too small and the legs height needs to be adjusted.
Glad I'm not the only one! Finally just gave up and said it is what it is...it'll be a hard concept to match 1:1 to the image, if following the obvious modular components for a layout
Added a few new elements into the Skull - mostly still trying to get a feel for the plate layout and surface textures. And now back to the Creature Concept 1 :) C and C welcome
Refreshing! Great character Also - I love the idea of a single picture web layout. It makes so much sense, loads fast, and always works... Might steal that soon!
Here's the arena at the first pass, which looks a bit like a gameshow set. That's on purpose. I'd like any feedback from anyone with real good level layout skills.
Sweet. I always thought it used some temporary projection plane from current camera and warped the pixels to fit the original UV layout. I need a copy of DP3D ^^