Now, As you can see - the texture is tiling, a lot. I want this texture to fit to the object (at least height wise) and not tile.
I understand that I can just exceed the UV positive are on the map, but I also want to know about this texel density madness I keep hearing about, as I want to add tessellation to this and make it look good.
-you will have to uv map your mesh in a 3d program
-to hide the tiling you can also add some variation -> like in the grass material from the starter content
-you can also scale it in your material -> texture coordinate
assuming that your wall is between 0 and 1 in UV space you can simply add a ‘texturecoordinate’ node in the material editor and hook it up to the UV input of your image.
by default it’s on U1 and V1, so your texture will stretch out to fit the entire surface.
then you can increase either vertical or horizontal tiling manually.
Make square UV map in 0-1 UV space and then use tiling via TexCoord node in your material setup. This setup is easier to make, but your default tiling size is off and you have to manually set it up in TexCoord.
Make “real sized” UV map according to mesh size, it could exceed 0-1 UV space if real size exceed 1m. This setup is harder to make, but your default tiling size is “real world sized” and you don’t have to calibrate it. However you can use TexCoord size if you want to change tiling
In addition to 's suggestion, take a look at the Moss example provider with the starter content, specifically the macro variation nodes in the diffuse chain. This will help break up the tiling considerably.
Moving in for a closer look and things begin to get horrendous - the top and bottom sections of the wall are blurred and skewed, and the indented section is a mess.
Looks like you are using planar UV mapping, which will probably look bad on anything that is not a flat plane.
So in your 3D program, you’ll need to use a better form of UV mapping for the mesh (the exact steps will differ depending on what package you are using).
To avoid the overall blurriness you can add a detailed texture in your material which will appear over the distance -> like in the starter content (grass material)
Indentation - yep, seems like effects of planar/box mapping. Indented surfaces have not enough uv space. Quick comparison to highlight the problem:
://i.imgur/njR8X0c.png
Second one is not final unwrap, it should be rescaled and etc, but I think you got the idea
Quality - Your model is 3.5m and you have planar mapping inside 0-1 UV cell so 2k texture is scaled to this size. Also it could be just a bad texture, looks like photo to normal to me.
For example - this is single upscaled 1k texture, so it’s more like 512px per meter No detail textures or any additional stuff
://i.imgur/KRJFgPZ.png
If you want to use this piece without tiling basic texture at all - you probably need either to use texture with higher quality(I’m not talking about size) or use detail textures
I can’t seem to get that indented section to be bigger in the UV, I have tried “Project from View”, I have tried the unwrap tool etc and I just cannot get this particular mesh to behave like it should.