and I cant get a answer or at least a solution oh how to fix this problem. Ive been asking for several days and I think I got one answer.
my textures seem to be unclear or zoomed in to much i guess called (pixel density). I am downloading images from texture sites like cg-textures and will get high resolution images. but there doing what I mentioned above.
I am wondering what I am doing wrong and why tutorials people say you have to uv the mesh properly and apply a texture, the bigger the image, the better quality but that is not my case. I am even using the pixel snap and restrain to boarder in the uv option to use the whole uv grid.
do I make a new uv texture change size say like 512 x 512 or 1024 x 1024 and apply a texture? if so, I noticed a new uv image option the bigger the size, the more squares.
does this have to do with file size like png or targa etc. i don’t know much about that yet but learning. Or, uv coordinates and scaling the texture size to a smaller mesh or bigger mesh with the same texture size . by this not repeating the texture though just the image size.
what is weird is sometimes I have good renders with a high image texture, then other times I don’t and I really think this may be my issue, if so, I just need a answer or directed to a tutorial on how to correct this so I can make my first project.
I am watching introduction to uv layout, and the shader wood tutorial right now after I submit this post.
http://cgcookie.com/blender/2014/07/29/shader-forge-procedural-wood/ (uv coordinates, scale and axis ) I guess tutorial along with procedural texture making. maybe this might fix my issues?
maybe this may help since, the wood shader tutorial for citizens in the first 15 minutes talked about using the texture coordinates, scale and axis for the image. but I never had this issue before or you don’t see this in tutorials unless, this is happening now because of the new blender now.