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So I've never tried using a texture before on a model but I was making a building and I wanted to give the door frames a 'limestone/marble' look to them so I popped in a texture and plugged it in from Image Texture to Diffuse to Output via color then BSDF ports. In the preview it appears like it came out good but when rendering my texture is a rather flat color similar to the texture I used. Image to show what I mean, thanks in advance.

enter image description here

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What you need is to input some sort of texture coordinate for Blender to map the texture to your mesh. All image textures require this.

What you needto do is to go to the Node editor and press Shift+A and add either a Texture Coordinate or a UV Map node.

enter image description here

Put one of the values into the purple Vector socket in your Image Texture node.

enter image description here

You can use any of these values, plug them into the same place as shown.

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  • $\begingroup$ If the texture was appearing in textured view like the OP suggests, then they must have a UV map already (which would be used automatically). $\endgroup$ – gandalf3 Jan 9 '15 at 3:20
  • $\begingroup$ Wait, what? Blender doesn't automatically use UV maps for me :-( $\endgroup$ – VRM Jan 9 '15 at 3:23
  • $\begingroup$ Huh? It always does for me..? $\endgroup$ – gandalf3 Jan 9 '15 at 3:24
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    $\begingroup$ If no vector is connected, image textures will use UVs and procedural textures will use Generated coords. $\endgroup$ – Greg Zaal Jan 9 '15 at 12:19
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    $\begingroup$ Using a "generator texture coordinate" worked. Thanks a lot guys! It looks like the texture image is a bit large making it look odd but I can fix that. :D $\endgroup$ – Johnathon Posemato Jan 9 '15 at 21:09

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