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Texture's in unity are very low quality. what to do about it?
hello,
I am working in unity for a while now and made some houses to set in my game with 3ds max.
Here are some details about the house : - made in 3ds max - exported in fbx and then imported in unity - used a texture resolution of 10240 x 10240 (png, and tiff tried both) - texture settings are (point, aniso level = 7, max size = 4096, format = truecolor)
i think its the max size for the texture settings( in 3ds max it is just using the highest 10240 x 10240, but in Unity it can't been set any higher then 4096... How can i archive the same quality as in 3ds max? i tried all the settings. I can't recognize any bricks in the wall so thats how low the quality of the texture is....
I have 2 pics but don't know how to post them sorry for that and it is for a webplayer but it looks bad in editor and webplayer so that doesn't matter.
thanks in advance,
Lemon,
Answer by flaviusxvii · May 12, 2011 at 07:41 PM
If you need that kind of texture resolution then Unity probably isn't the right tool for you. Unity texture performance is on par with any other real-time graphics engine.
I can't imagine how a 3 meter high wall in-game would need anything more than a 1024 pixel high texture. Plus you can do things like multi-texturing to add more variations of detail.
that 10240 isn't just for a wall. i have to paint the roof window's and all other stuff with it so 1 wall will be sometihng like 500,400 but for the total of all walls its getting something like 10240. have made it now 5120 (still looking good in 3ds max lower it is going to like very low quality so how to archive it then?
Often you'll want to break models into pieces. Especially if they will have parts composed of different "materials". You might want one shader for wood floors, and another shader for brick walls. It also helps to break things up a bit because it makes it easier for the rendering engine to draw. When you are in a house the engine doesn't need to draw anything that is behind you. If the house is all one model it'll still process (and discard) all of that extra geometry that is off-screen.
hmm.. ok ik thought i had to collapse all to 1 object so i reduces my drawcalls. after you said that i start looking for reducing my drawcalls for performance and i found "sharedmaterials" can i do something with that then? so i can use one material with more textures? because the materials are making the rendering harder right? if i use sperate textures the building is starting to look much better but the performance is going down fast... lots of textures to render... Thanks!
Reducing the number of objects to draw is fine.. to a point. $$anonymous$$aking a monstrosity of a model with 10240 x 10240 textures and zillions of triangles isn't going to make anything faster. And you'd only be able to apply a single shader to the whole model, so you couldn't have different material effects on the different components of the building or whatever. Build the pieces in logical chunks. Walls, floors, windows. Put them together in Unity and optimize later.
Answer by Eric5h5 · May 12, 2011 at 08:49 PM
As far as I know there isn't a graphics card that will do 10240 x 10240 in a single texture; the maximum for more recent cards is 8192 x 8192, and if you want to be compatible with more cards, you should not go above 2048 x 2048.
kej thanks good info to know :) going to restart with the building :)
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