So I am trying to practice adding external textures to organic human models in blender 2.82 and have encountered an issue. So I got this free skin texture from the internet that I scaled up on a model and it looks pretty good, but there are still some seams that I want to clear. Anyway, since it was scaled up in the node/Shader editor with the mapping node, I can't paint those parts away. Is there a way I can somehow save that scaled image so I don't have to edit it externally and then texture paint away those seams afterwards? Or is doing that and/or doing it manually with the stencil paint my only option? FYI I am still fairly new to texturing so if there is video on here I missed on this issue please let me know. Thanks!
if I understand this correctly the short answer is no you can't save the scaled up image because it is not the image that got scaled up but rather the projection of the image onto the uv map (that's what the mapping node does...)
hope this helps
aartisticanarky You can bake your current node-texture network to a new texture for additional adjustments. I go over baking node-based texture baking in this video.
Wouldn't using the Boxed method with some "dithering" help that transition?
I got this gold nugget from spikeyxxx post on 4D seamless textures: https://cgcookie.com/questions/11619-how-to-bake-a-seamless-image-texture-from-a-4d-procedural-texture