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Textures have dodgy shading
I'm not sure if it's the modelling software I'm using or not (3D-Coat), but it looked okay in 3ds Max. Changing render quality, quality setting, texture compression and so on doesn't do anything. Shaders give different results, but none of them are without error. Link above has an image link to what it looks like. Any recommendations help. Thanks!
Answer by Paulius-Liekis · Aug 15, 2013 at 11:39 AM
It's not very clear which part you don't like: hard edges? try enabling 4x antialiasing in QualitySettings.
Well, the texture I made is purely black and white like a 30s toon character. For some reason, Unity likes to add creme colour blocks or black lines like broken glass. Quality setting don't do anything. I've mucked about with that for a while.
If you're talking about the lines where it happens to be borders of your UV layout then you might be seeing an artifact of mipmaps. Which means Unity is using lower mip map where border colors is an average of white+gray or black+gray. You can try turning of mipmaps and see if that looks better.
Even if you turn of the mipmaps you might see the artifacts anyway due too filtering. As @meat5000 said you should extend your textures past UV edges. The simplest way to do it: take a copy of your transparent layer and blur it a lot and put it under your main layer - you will get correct color around the edges.
Answer by meat5000 · Aug 15, 2013 at 12:21 PM
When using the UV grid as a reference I always extend my island texture slightly past the edges (where possible) or else I find I get edge defects when its wrapped around the model. If you don't use transparency at all set it to 0 on the alpha channel. Apparently Unity, mobile shaders etc don't like Alpha.
When you import your texture click it and change the options in inspector :
Aniso : 0. Format : Truecolour. Max size : appropriate for your texture size but not smaller. Filtering : Trilinear
See if this makes a difference.
I'm afraid it didn't seem to do anything at all. I don't suppose it's the 3D-Coat software I'm using 'cause it looks fine in 3ds $$anonymous$$ax?
$$anonymous$$aybe increase the tiling by a very very small number? The only other thing I can suggest is using larger textures
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