I am trying to understand the relationship between the scale of the model and how a texture is applied. My workflow is as follows:
- Create a model
- Create an image in the UV/Image editor of the default size, 1024x1024
- UV Unwrap (for my current project just using a smart UV project)
- Export UV map to create textures
- Export model to .fbx
- 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.