>>1017879
>>1017885
Both Quake and Doom are ancient PBR, they're not pixelart. Proper way to do lowres PBR textures is to do highres (or even infiniteres, if you do it in node-based system as a composition of noise functions, distance fields, etc) PBR textures and downscale / render at target resolution. It doesn't work in true pixelart because there individual pixels encode complex features in implicit/implied stylized ways, and rich PBR texture detail don't work in pixelart because they muddy the abstraction pixelart heavily relies on.