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Can anyone identify this texture/mesh quality problem?
I work with large photogrammetric models (simplified to 10mil triangles) that use large textures (up to 20 8K .PNG)
I have maxed out all quality settings of the textures, I use Ultra quality settings in my builds, I use Unity 2019.2.f01 version, I use the default render pipeline, and the quality in the editor is fine.
But when built the mesh or the textures still get somehow optimized or compressed, and I get this wonky distortion. Or is this a bug?
This happens with every model I create with RealityCapture and then use in my Unity builds.
Example closeup from editor
Example closeup from build
Answer by ownerfate · Aug 19, 2021 at 04:36 AM
Try taking it into a modeling program and see if it does the same thing, if not, export it from there and import it into unity.
Thanks for the comment, I have tried that with 3dsmax, but the textures map completely wrong there, and they also export wrong. Might be related to the same issue, but Unity editor still does render everything perfectly fine, it's just after building the model that the extra wonkiness appears.
I'm looking to keep the quality I see in the Unity editor, it is the full quality of the mesh and textures, are example pictures are extreme closeups from a gargantuan model.
Answer by GeekyRaptorStudios · Aug 21, 2021 at 01:42 AM
Have you tried blender perhaps? Not knowledgeable enough to know but there are a few really good 3d softwares out there, including meshmixer, meshlab, blender and Cad
Thanks, I have tried Blender as well, similar results as with 3dsmax, the models co$$anonymous$$g from photogrammetry software are a bit tricky, very large triangle counts, very large textures, these seem to cause problems. But Unity editor shows the model and textures very nicely, the issue appears after building. So I'm first and foremost interested in fixing what's happening in Unity after building, because the pipeline works all the way inside Unity, up until the build happens.
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