I am trying to understand the relationship between the scale of the model and how a texture is applied. My workflow is as follows:

  1. Create a model
  2. Create an image in the UV/Image editor of the default size, 1024x1024
  3. UV Unwrap (for my current project just using a smart UV project)
  4. Export UV map to create textures
  5. Export model to .fbx
  6. Combine model & texture in Unity3d

After I'm in Unity, I usually end up scaling my model, and my texture looks quite pixelated, and I'm not sure how to correct that. Theoretically I would ideally not change scale in Unity, but then I'm not sure how the other steps are related. Should I scale up the model first, and THEN do my UV unwrap? Scale the unwrapped UV image? I've got pretty large textures that have to be cut down quite a bit to even fit in the 1024x1024 UV map that is exported. Another thought I had was to start with like a 4096x4096 image.

Any input is appreciated.

  • 2
    $\begingroup$ I don't know about unity, but at least in blender UV maps are not defined in pixels. The UV map defines a mapping for the 2D image on the 3D surface of the model. The 2D image can be any resolution you want, the only limitation is performance. $\endgroup$ – gandalf3 Oct 27 '14 at 18:28
  • $\begingroup$ @gandalf3 this sounds like "start with a bigger image exporting UVs"? It seems like scaling the UV map after the fact would screw up the coordinate mapping. $\endgroup$ – lase Oct 27 '14 at 19:13
  • 1
    $\begingroup$ You shouldn't need (or want) to scale the UV map.. Simply using a higher resolution image should work. (The size of the UV map and the resolution of the image are not really related) $\endgroup$ – gandalf3 Oct 27 '14 at 19:24

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