I tried the same technique with an armor converted from Mount and Blade. Mount and Blade uses true HD texture sizes of 1024x1024. At that size dds textures are 1.3mb in size. This one here is 342kb in size. Texture definition is also 4 times the default GPG uses for most armors. 512x512 instead of 256x256. At close range there's a distinct improvement but at a distance, not so much due to all the pixels blending into each other.
GPG actually uses higher resolution textures for 1 or 2 armors, Mythril Armor being one. As mentioned in Siege University they stick to simpler patterns and lower resolutions for textures as it looks better at a distance.
Still improving the faces would be worthwhile.
Incidentally there's a lot of third party armors for Mount and Blade such as this one that might look nice in DS2.
I tried the same technique with an armor converted from Mount and Blade. Mount and Blade uses true HD texture sizes of 1024x1024. At that size dds textures are 1.3mb in size. This one here is 342kb in size. Texture definition is also 4 times the default GPG uses for most armors. 512x512 instead of 256x256. At close range there's a distinct improvement but at a distance, not so much due to all the pixels blending into each other.
GPG actually uses higher resolution textures for 1 or 2 armors, Mythril Armor being one. As mentioned in Siege University they stick to simpler patterns and lower resolutions for textures as it looks better at a distance.
Still improving the faces would be worthwhile.
Incidentally there's a lot of third party armors for Mount and Blade such as this one that might look nice in DS2.