I'm slowly learning how to use blender, and I'm making some really good progress with my own map. But, I'm running into an issue with UV mapping larger scaled models. I can't seem to get the quality of the texture to look good once it's imported into BeamNG. What appears to be crisp and clean in Photoshop for example comes out looking blurry and low quality in the game. So, does anybody have any tips for UV texturing the larger models? At the moment, I've been using a 1024 by 1024 resolution.
If it's only blurry at oblique angles, make sure anisotropic filtering is on in the materials editor.
Yeah, I know about the angle, but that's not my problem. The texture is blown up (as if it's too small) and blurry.
can you upload an example file of a model on which that blurry problem occurs? does not have to be the one you are working on but anything useless, just recreate the problem so we can have a look.
Okay, here is a screenshot of my problem, as well as the files as requested. Sorry it's a day late. I want cube 1 and 2 to have the same scale material when applied. It appears the bigger the model, the material is blown up. What am I doing wrong?
You need to scale up the UVs if you scale up the model to maintain the same texel density, and that only works if you're using a tiling texture