I'm new to unity, troubleshooting my 3d prop modeling process. I'm having trouble getting my nice diffuse and normal textures to look good in unity using the same 1024 x 1024 jpg images , one for color and one for normal map. In Unity i'm using a bumped diffuse material It looks much better in Maya (top). In unity the…
could a non-uniform UV layout be the culprit? My map is squashed a bit along the barrel so that round areas are ellipses...but the grip UVs are more uniform and actually looks ok... even tho it looks smashing in Maya, maybe unity uses the UVs to decide how to mipmap/filter stuff?
I double checked all the settings they seem correct: Texture Type: texture (normal map for normal map png) Max Size: 1024(matches png) Format: True color I set the Project Quality dispaly as shown above. I am beginning to suspect that there is some aggressive mip-mapping going on. when I zoom in very close, the texture…
Like I said , I'm new to this so please bear with me. pngs look marginally better but still something is hosing the texture. where do I do this? what must I select in the project tab in order to access these parameters in the inspector? same question for MadnessImport...can't seem to find that inspector page you…
you need to keep a psd somewhere, why not in the Assets directory and bypass a huge time sink of exporting a useless flattened tga. All you have to do it pres ctrl+s and you can see your texture changes ingame instantly. PSD's have a flattened version of the image in the file so importers can simply load that while…