How to Keep Textures High-Res Without Scaling UVs Ridiculously I have a recurring issue where my textures, although seemingly high enough quality, appear very grainy and low-res when applied to a model. However, I've found that scaling the UVs up excessively makes the texture appear way higher fidelity on the model, but I'm pretty confident this is a terrible way of doing this. Am I missing something obvious? For context, I have my Unit Scale on .01 (for exporting to UE4) and the barrel is currently a very large barrel coming in at about 2x2x3m, if that changes anything.





For comparison, it looks pretty bad to me when the UVs are scaled "appropriately":
Instead of directly connecting the UV Vector output from the UV Map node to the image input in the material nodes, insert a Vector > Mapping node. You can use it's scale component to scale the existing UVs, or move/rotate them.

For scaling only a Vector Math node set to multiply will do just as well.



This will obviously not work in an exported object for another program without corresponding material nodes.