DPI has no affect on digital resolutions. Inches are never used, it's always pixel resolution. Textures aren't meant to be printed out, and screen monitors aren't affected by dpi. I don't really understand how this is relevant.
Compression
Image files can be categorized into two types; Compressed and Uncompressed. Targas (.tga) and Bitmaps are uncompressed, and they will have the highest quality image files at the price of a larger filesize. Every pixel stays the same no matter where you open the file from. Compressed file formats such as JPEG (.jpg) and Direct Draw Surface (.dds) are much more efficient formats at the cost of quality. With these file formats, you might get some artifacting or aliasing.
UV Mapping
UV mapping is an important part of texturing. Aliasing, texture stretching and color bleeding can all be attributed to poorly layed out UV's or texture maps that aren't high enough resolution. Aliasing can be caused by UV's, either not having enough texture space/resolution to capture the information to draw a straight line. Texture stretching can also cause aliasing.
Color bleeding (or seams) is when your texture spills over a UV border, causing pixelation. You can alleviate this by making sure you space out UVs and extending your textures beyond the UV border by about 3 pixels.
3D App Settings
If the problem is not the texture, it may be an issue with your 3D app. Make sure your settings are correct and you aren't using a low quality texture/render mode. Depending on what app you're using, there could be settings for your workspace, or there could be quality settings on shaders/texture maps. Even the SC2 editor has graphics settings, so make sure you're on the right one.
DPI has no affect on digital resolutions. Inches are never used, it's always pixel resolution. Textures aren't meant to be printed out, and screen monitors aren't affected by dpi. I don't really understand how this is relevant.
Here's a few tips
Compression Image files can be categorized into two types; Compressed and Uncompressed. Targas (.tga) and Bitmaps are uncompressed, and they will have the highest quality image files at the price of a larger filesize. Every pixel stays the same no matter where you open the file from. Compressed file formats such as JPEG (.jpg) and Direct Draw Surface (.dds) are much more efficient formats at the cost of quality. With these file formats, you might get some artifacting or aliasing.
UV Mapping UV mapping is an important part of texturing. Aliasing, texture stretching and color bleeding can all be attributed to poorly layed out UV's or texture maps that aren't high enough resolution. Aliasing can be caused by UV's, either not having enough texture space/resolution to capture the information to draw a straight line. Texture stretching can also cause aliasing.
Color bleeding (or seams) is when your texture spills over a UV border, causing pixelation. You can alleviate this by making sure you space out UVs and extending your textures beyond the UV border by about 3 pixels.
3D App Settings If the problem is not the texture, it may be an issue with your 3D app. Make sure your settings are correct and you aren't using a low quality texture/render mode. Depending on what app you're using, there could be settings for your workspace, or there could be quality settings on shaders/texture maps. Even the SC2 editor has graphics settings, so make sure you're on the right one.